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freedink-data  1.08.20080920
S2-CBON.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, 20);
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 sp_target(&current_sprite, 1);
00019 preload_seq(531);
00020 preload_seq(533);
00021 preload_seq(537);
00022 preload_seq(539);
00023 preload_seq(551);
00024 preload_seq(553);
00025 preload_seq(557);
00026 preload_seq(559);
00027 preload_seq(542);
00028 preload_seq(544);
00029 preload_seq(546);
00030 preload_seq(548);
00031 }
00032 
00033 
00034 void hit( void )
00035 {
00036 playsound(29, 22050,0,&current_sprite, 0);
00037 
00038 sp_target(&current_sprite, 1);
00039 //lock on to the guy who just hit us
00040 //playsound
00041 
00042 }
00043 
00044 void die( void )
00045 {
00046 
00047  if (get_sprite_with_this_brain(9, &current_sprite) == 0)
00048  {
00049   debug("Ok, all monsters are dead.");
00050   sp_script(&temp5hold, "s2-cslay");
00051   debug("Aw yeah.");
00052  }
00053 
00054   int &hold = sp_editor_num(&current_sprite);
00055   if (&hold != 0)
00056   editor_type(&hold, 6); 
00057 
00058 &save_x = sp_x(&current_sprite, -1);
00059 &save_y = sp_y(&current_sprite, -1);
00060 external("emake","medium");
00061 
00062 
00063 
00064 
00065 }
00066 
00067 void attack( void )
00068 {
00069 sp_target(&current_sprite, 1);
00070 playsound(31, 22050,0,&current_sprite, 0);
00071 &mcounter = random(4000,0);
00072 sp_attack_wait(&current_sprite, &mcounter);
00073 }
00074 
00075