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freedink-data  1.08.20080920
EN-BONC1.c
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00001 //Bonca..medium strength
00002 
00003 void main( void )
00004 {
00005 //can't get out of screen until this dude is DEAD
00006 screenlock(1);
00007 int &mcounter;
00008 sp_brain(&current_sprite, 9);
00009 sp_speed(&current_sprite, 1);
00010 sp_nohit(&current_sprite, 0);
00011 sp_distance(&current_sprite, 50);
00012 sp_timing(&current_sprite, 33);
00013 sp_exp(&current_sprite, 40);
00014 sp_base_walk(&current_sprite, 530);
00015 sp_base_death(&current_sprite, 550);
00016 sp_base_attack(&current_sprite, 540);
00017 sp_defense(&current_sprite, 3);
00018 sp_strength(&current_sprite, 8);
00019 sp_touch_damage(&current_sprite, 5);
00020 sp_hitpoints(&current_sprite, 20);
00021 preload_seq(531);
00022 preload_seq(533);
00023 preload_seq(537);
00024 preload_seq(539);
00025 preload_seq(551);
00026 preload_seq(553);
00027 preload_seq(557);
00028 preload_seq(559);
00029 
00030 
00031 preload_seq(542);
00032 preload_seq(544);
00033 preload_seq(546);
00034 preload_seq(548);
00035 
00036 }
00037 
00038 
00039 void hit( void )
00040 {
00041 playsound(29, 22050,0,&current_sprite, 0);
00042 
00043 sp_target(&current_sprite, &enemy_sprite);
00044 //lock on to the guy who just hit us
00045 //playsound
00046 
00047 }
00048 
00049 void die( void )
00050 {
00051 
00052 if (get_sprite_with_this_brain(9, &current_sprite) == 0)
00053  {
00054   //no more brain 9 monsters here, lets unlock the screen
00055 
00056   screenlock(0);
00057   playsound(43, 22050,0,0,0);
00058 
00059  }
00060 
00061 
00062   int &hold = sp_editor_num(&current_sprite);
00063   if (&hold != 0)
00064   editor_type(&hold, 6); 
00065 
00066 &save_x = sp_x(&current_sprite, -1);
00067 &save_y = sp_y(&current_sprite, -1);
00068 external("emake","medium");
00069 }
00070 
00071 void attack( void )
00072 {
00073 playsound(31, 22050,0,&current_sprite, 0);
00074 &mcounter = random(4000,0);
00075 sp_attack_wait(&current_sprite, &mcounter);
00076 }
00077 
00078