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freedink-data  1.08.20080920
S2-CSLAY.c
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00001 //slayer
00002 
00003 void main( void )
00004 {
00005 Debug("Running cslay.c");
00006 freeze(1);
00007 freeze(&current_sprite);
00008 wait(500);
00009 say_stop("`4Not bad.. not bad at all.", &current_sprite);
00010 preload_seq(632);
00011 preload_seq(634);
00012 preload_seq(636);
00013 preload_seq(638);
00014 
00015 preload_seq(641);
00016 preload_seq(643);
00017 preload_seq(647);
00018 preload_seq(649);
00019 say_stop("It's all over, Nelson.", 1);
00020 wait(500);
00021 say_stop("`4Is it?", &current_sprite);
00022 wait(500);
00023 say_stop("`4I think you are about to be an important part of my new religion.", &current_sprite);
00024 wait(500);
00025 say_stop("And just what part is that?", 1);
00026 wait(500);
00027 say_stop("`4The martyr.", &current_sprite);
00028 wait(500);
00029 unfreeze(&current_sprite);
00030 
00031 playsound(24, 22052, 0, 0, 0);
00032 
00033 &temp1hold = sp_x(&current_sprite, -1);
00034 &temp2hold = sp_y(&current_sprite, -1);
00035 int &mcrap = create_sprite(&temp1hold,&temp2hold, 7, 167, 1);
00036 sp_seq(&mcrap, 167);
00037 int &mcounter;
00038 sp_brain(&current_sprite, 9);
00039 sp_speed(&current_sprite, 1);
00040 sp_distance(&current_sprite, 70);
00041 sp_range(&current_sprite, 60);
00042 sp_timing(&current_sprite, 66);
00043 sp_exp(&current_sprite, 200);
00044 sp_base_walk(&current_sprite, 640);
00045 //sp_base_death(&current_sprite, 680);
00046 sp_target(&current_sprite, 1);
00047 sp_base_attack(&current_sprite, 630);
00048 sp_defense(&current_sprite, 5);
00049 sp_strength(&current_sprite, 15);
00050 sp_touch_damage(&current_sprite, 5);
00051 sp_hitpoints(&current_sprite, 40);
00052 sp_dir(&current_sprite, 9);
00053 unfreeze(1);
00054 
00055 say("`#He's a slayer shapeshifter!  No!!!!", &temp6hold);
00056 }
00057 
00058 
00059 void hit( void )
00060 {
00061         sp_target(&current_sprite, 1);
00062         //lock on to the guy who just hit us
00063         //playsound
00064         playsound(28, 22050,0,&current_sprite, 0);
00065 
00066 }
00067 
00068 void die( void )
00069         {
00070           int &hold = sp_editor_num(&current_sprite);
00071           if (&hold != 0)
00072           editor_type(&hold, 6); 
00073          screenlock(0);
00074         }
00075 
00076 void attack( void )
00077         {
00078         playsound(27, 22050,0,&current_sprite, 0);
00079         &mcounter = random(4000,0);
00080         sp_attack_wait(&current_sprite, &mcounter);
00081         }
00082 
00083