//item massive bow (+8) void use( void ) { activate_bow(); &mypower = get_last_bow_power(); &mholdx = sp_x(1, -1); &mholdy = sp_y(1, -1); &mydir = sp_dir(1, -1); if (&mypower < 100) { return; } playsound(44, 22050,0,0,0); if (&mydir == 6) { &mholdx += 30; &junk = create_sprite(&mholdx, &mholdy, 11, 25, 6); sp_dir(&junk, 6); } if (&mydir == 4) { &mholdx -= 30; &junk = create_sprite(&mholdx, &mholdy, 11, 25, 4); sp_dir(&junk, 4); } if (&mydir == 2) { &junk = create_sprite(&mholdx, &mholdy, 11, 25, 2); sp_dir(&junk, 2); } if (&mydir == 8) { &junk = create_sprite(&mholdx, &mholdy, 11, 25, 8); sp_dir(&junk, 8); } if (&mydir == 9) { &junk = create_sprite(&mholdx, &mholdy, 11, 25, 5); sp_dir(&junk, 9); } if (&mydir == 1) { &junk = create_sprite(&mholdx, &mholdy, 11, 25, 1); sp_dir(&junk, 1); } if (&mydir == 7) { &junk = create_sprite(&mholdx, &mholdy, 11, 25, 7); sp_dir(&junk, 7); } if (&mydir == 3) { &junk = create_sprite(&mholdx, &mholdy, 11, 25, 3); sp_dir(&junk, 3); } &mypower / 100; &temp = &strength; &temp / 5; if (&temp == 0) { &temp = 1; } &mypower * &temp; sp_timing(&junk, 0); if (&bowlore == 1) { &temp = random(2, 1); if (&temp == 1) { //critical hit &mypower * 3; playsound(44, 14050,0,0,0); say("`4* POWER SHOT *", 1); } } sp_speed(&junk, 6); sp_strength(&junk, &mypower); sp_range(&junk, 10); //this makes it easier to hit stuff sp_flying(&junk, 1); sp_script(&junk, "dam-a1"); //when the fireball hits something, it will look to this script, this way //we can burn trees when appropriate &mshadow = create_sprite(&mholdx, &mholdy, 15, 432, 3); sp_brain_parm(&mshadow, &junk); sp_que(&mshadow, -500); sp_brain_parm(&junk, 1); sp_brain_parm2(&junk, &mshadow); sp_nohit(&mshadow, 1); return; } void disarm(void) { &strength -= 8; kill_this_task(); } void arm(void) { &strength += 8; int &junk; int &mydir; int &mholdx; int &mholdy; int &mshadow; int &mypower; int &temp; init("load_sequence_now graphics\dink\bow\walk\d-bw1- 71 43 30 84 -14 -10 14 10"); init("load_sequence_now graphics\dink\bow\walk\d-bw2- 72 43 29 86 -21 -10 19 10"); init("load_sequence_now graphics\dink\bow\walk\d-bw3- 73 43 35 79 -13 -9 13 9"); init("load_sequence_now graphics\dink\bow\walk\d-bw4- 74 43 41 79 -18 -12 20 12"); init("load_sequence_now graphics\dink\bow\walk\d-bw6- 76 43 47 78 -23 -10 23 10"); init("load_sequence_now graphics\dink\bow\walk\d-bw7- 77 43 46 71 -20 -10 20 10"); init("load_sequence_now graphics\dink\bow\walk\d-bw8- 78 43 35 76 -15 -12 15 12"); init("load_sequence_now graphics\dink\bow\walk\d-bw9- 79 43 46 78 -13 -9 13 9"); init("load_sequence_now graphics\dink\bow\idle\d-bi2- 12 250 35 87 -17 -12 16 9"); init("load_sequence_now graphics\dink\bow\idle\d-bi4- 14 250 37 77 -11 -12 16 10"); init("load_sequence_now graphics\dink\bow\idle\d-bi6- 16 250 35 83 -15 -9 11 9"); init("load_sequence_now graphics\dink\bow\idle\d-bi8- 18 250 33 70 -15 -12 15 9"); init("load_sequence_now graphics\dink\bow\hit\d-ba2- 102 75 27 89 -23 -12 24 11"); init("load_sequence_now graphics\dink\bow\hit\d-ba4- 104 75 76 79 -23 -13 23 14"); init("load_sequence_now graphics\dink\bow\hit\d-ba6- 106 75 37 81 -14 -10 14 10"); init("load_sequence_now graphics\dink\bow\hit\d-ba8- 108 75 31 89 -17 -16 17 10"); //bow weapon diags init("load_sequence_now graphics\dink\bow\hit\d-ba1- 101 75 57 84 -20 -12 20 12"); init("load_sequence_now graphics\dink\bow\hit\d-ba3- 103 75 33 86 -19 -13 19 13"); init("load_sequence_now graphics\dink\bow\hit\d-ba7- 107 75 54 82 -19 -11 19 11"); init("load_sequence_now graphics\dink\bow\hit\d-ba9- 109 75 37 78 -21 -10 21 10"); preload_seq(25); } void pickup(void) { Debug("Player now owns this item."); kill_this_task(); } void drop(void) { Debug("Item dropped."); kill_this_task(); }