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freedink-data  1.08.20080920
EN-STG.c
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00001 //slayer.. we don't have the death graphics yet, oh well
00002 
00003 void main( void )
00004 {
00005 int &mcounter;
00006 sp_brain(&current_sprite, 9);
00007 sp_target(&current_sprite, 1);
00008 sp_speed(&current_sprite, 1);
00009 sp_range(&current_sprite, 60);
00010 sp_distance(&current_sprite, 60);
00011 sp_timing(&current_sprite, 33);
00012 sp_exp(&current_sprite, 400);
00013 sp_base_walk(&current_sprite, 820);
00014 sp_base_attack(&current_sprite, 810);
00015 sp_defense(&current_sprite, 18);
00016 sp_strength(&current_sprite, 35);
00017 sp_touch_damage(&current_sprite, 25);
00018 sp_hitpoints(&current_sprite, 40);
00019 preload_seq(812);
00020 preload_seq(814);
00021 preload_seq(816);
00022 preload_seq(818);
00023 preload_seq(825);
00024 
00025 preload_seq(821);
00026 preload_seq(823);
00027 preload_seq(827);
00028 preload_seq(829);
00029 
00030 }
00031 
00032 
00033 void hit( void )
00034 {
00035 sp_brain(&current_sprite, 9);
00036 sp_target(&current_sprite, &enemy_sprite);
00037 //lock on to the guy who just hit us
00038 //playsound
00039 playsound(28, 28050,0,&current_sprite, 0);
00040 
00041 }
00042 
00043 void die( void )
00044 {
00045   int &hold = sp_editor_num(&current_sprite);
00046   if (&hold != 0)
00047   editor_type(&hold, 6); 
00048 
00049 &save_x = sp_x(&current_sprite, -1);
00050 &save_y = sp_y(&current_sprite, -1);
00051 
00052 
00053  external("emake","xlarge");
00054 
00055 
00056 }
00057 void attack( void )
00058 {
00059 playsound(27, 28050,0,&current_sprite, 0);
00060 &mcounter = random(4000,0);
00061 sp_attack_wait(&current_sprite, &mcounter);
00062 }
00063 
00064