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freedink-data  1.08.20080920
EN-BONC.c
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00001 //Bonca..medium strength
00002 
00003 void main( void )
00004 {
00005 int &mcounter;
00006 sp_brain(&current_sprite, 9);
00007 sp_speed(&current_sprite, 1);
00008 sp_distance(&current_sprite, 50);
00009 sp_timing(&current_sprite, 33);
00010 sp_exp(&current_sprite, 30);
00011 sp_base_walk(&current_sprite, 530);
00012 sp_base_death(&current_sprite, 550);
00013 sp_base_attack(&current_sprite, 540);
00014 sp_defense(&current_sprite, 3);
00015 sp_strength(&current_sprite, 8);
00016 sp_touch_damage(&current_sprite, 4);
00017 sp_hitpoints(&current_sprite, 20);
00018 preload_seq(531);
00019 preload_seq(533);
00020 preload_seq(537);
00021 preload_seq(539);
00022 preload_seq(551);
00023 preload_seq(553);
00024 preload_seq(557);
00025 preload_seq(559);
00026 
00027 
00028 preload_seq(542);
00029 preload_seq(544);
00030 preload_seq(546);
00031 preload_seq(548);
00032 
00033 }
00034 
00035 
00036 void hit( void )
00037 {
00038 playsound(29, 22050,0,&current_sprite, 0);
00039 
00040 sp_target(&current_sprite, &enemy_sprite);
00041 //lock on to the guy who just hit us
00042 //playsound
00043 
00044 }
00045 
00046 void die( void )
00047 {
00048   int &hold = sp_editor_num(&current_sprite);
00049   if (&hold != 0)
00050   editor_type(&hold, 6); 
00051 
00052 &save_x = sp_x(&current_sprite, -1);
00053 &save_y = sp_y(&current_sprite, -1);
00054 external("emake","medium");
00055 }
00056 
00057 void attack( void )
00058 {
00059 playsound(31, 22050,0,&current_sprite, 0);
00060 &mcounter = random(4000,0);
00061 sp_attack_wait(&current_sprite, &mcounter);
00062 }
00063 
00064