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freedink-data  1.08.20080920
S3-1ST.c
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00001 void main( void )
00002 {
00003  //PAP STORY IS CURRENTLY 6 after your mother dies and you read the letter
00004  //When the guy in the cave dies it is set to 7, so the storyline with the
00005  //Cast knights has become established.  Perhaps use this also for whatever
00006  //way Seth decides to get by the rocks preventing entrance to sector 3.
00007  //Seth will incriment the number to 8 after you do the cult quest.
00008  //This event (as in right below) puts it at 9.  And at the parade
00009  //When you finish that quest it turns to 10 and then you can go to
00010  //Justin's duck village.
00011  if (&story == 8)
00012  {
00013  int &evil;
00014  int &evil2;
00015  //Script for entering Sector 3
00016  freeze(1);
00017  //Spawn Stuff
00018  &evil = create_sprite(-30, 130, 0, 0, 0);
00019  sp_brain(&evil, 0);
00020  sp_base_walk(&evil, 300);
00021  sp_speed(&evil, 1);
00022  sp_timing(&evil, 0);
00023  //set starting pic
00024  sp_pseq(&evil, 303);
00025  sp_pframe(&evil, 1);
00026  //Now EVIL's friend
00027  &evil2 = create_sprite(-30, 210, 0, 0, 0);
00028  sp_brain(&evil2, 0);
00029  sp_base_walk(&evil2, 300);
00030  sp_speed(&evil2, 1);
00031  sp_timing(&evil2, 0);
00032  //set starting pic
00033  sp_pseq(&evil2, 303);
00034  sp_pframe(&evil2, 1);
00035  move_stop(1, 4, 580, 1);
00036  playsound(40,22050,0,0,0);
00037  wait(1000);
00038  playsound(40,22050,0,0,0);
00039  wait(650);
00040  playsound(40,22050,0,0,0);
00041  wait(500);
00042  sp_dir(1, 4);
00043  wait(500);
00044  sp_dir(1, 6);
00045  wait(400);
00046  sp_dir(1, 2);
00047  say_stop("I hear someone coming!", 1);
00048  move_stop(1, 4, 468, 1);
00049  move_stop(1, 2, 269, 1);
00050  wait(500);
00051  playmidi("1005.mid");
00052  //Move em on screen
00053  move(&evil, 3, 110, 1);
00054  wait(670);
00055  move(&evil2, 6, 130, 1);
00056  wait(1000);
00057  say_stop("Hey, those are some of the damn Cast knights.", 1);
00058  move(&evil2, 9, 150, 1);
00059  move(&evil, 1, 115, 1);
00060  wait(250);
00061  move(&evil2, 4, 100, 1);
00062  say_stop("What the hell are they doing here?", 1);
00063  wait(750);
00064  //They say stuff
00065  say_stop("`7Area looks clear, I'm ready to head back.", &evil2);
00066  wait(500);
00067  say_stop("`5I think we'll be able to raid the town during the festival.", &evil);
00068  wait(250);
00069  say_stop("`7Good, right on schedule.  Only WE won't be blamed...", &evil2);
00070  wait(250);
00071  say_stop("`5Right.  Have you contacted Mog?", &evil);
00072  wait(250);
00073  say_stop("`7Yes.  We sent Joon the bowman.  He speaks their language well.", &evil2);
00074  wait(250);
00075 
00076 
00077  //Move them away or something
00078  move(&evil, 4, -20, 1);
00079  wait(420);
00080  move_stop(&evil2, 4, -20, 1);
00081  sp_active(&evil, 0);
00082  sp_active(&evil2, 0);
00083  wait(500);
00084  move_stop(1, 4, 300, 1);
00085  wait(500);
00086  say_stop("Man, raiding a town!?!", 1);
00087  wait(400);
00088  say_stop("A group of those guys would slaughter it.", 1);
00089  sp_dir(1, 2);
00090  say_stop("They mentioned a festival ...", 1);
00091  wait(400);
00092  say_stop("... wonder if it's around here.", 1);
00093  &story = 9;
00094  //They have now seen this....
00095  unfreeze(1);
00096  }
00097 }
00098