1 //slayer.. we don't have the death graphics yet, oh well
2 
main(void)3 void main( void )
4 {
5 int &mcounter;
6 sp_brain(&current_sprite, 16);
7 sp_speed(&current_sprite, 1);
8 sp_distance(&current_sprite, 50);
9 sp_timing(&current_sprite, 66);
10 sp_exp(&current_sprite, 150);
11 sp_base_walk(&current_sprite, 760);
12 //sp_base_death(&current_sprite, 780);
13 sp_base_attack(&current_sprite, 750);
14 sp_defense(&current_sprite, 1);
15 sp_strength(&current_sprite, 15);
16 sp_touch_damage(&current_sprite, 10);
17 sp_hitpoints(&current_sprite, 40);
18 preload_seq(752);
19 preload_seq(754);
20 preload_seq(756);
21 preload_seq(758);
22 preload_seq(765);
23 
24 preload_seq(761);
25 preload_seq(763);
26 preload_seq(767);
27 preload_seq(769);
28 
29 }
30 
31 
hit(void)32 void hit( void )
33 {
34 sp_brain(&current_sprite, 9);
35 sp_target(&current_sprite, &enemy_sprite);
36 //lock on to the guy who just hit us
37 //playsound
38 playsound(28, 22050,0,&current_sprite, 0);
39 
40 }
41 
42 
talk(void)43 void talk( void )
44 {
45  int &randy = random(4, 1);
46  if (&randy == 1)
47  say("`4Gro'k ki owab dakis gedi!", &current_sprite);
48  if (&randy == 2)
49  say("`4Tig glock sigre!", &current_sprite);
50  if (&randy == 3)
51  say("`4Oston tewers inat'l meen o mistary!", &current_sprite);
52  if (&randy == 4)
53  say("`4Hoglim dack byork!", &current_sprite);
54 
55 }
die(void)56 void die( void )
57 {
58   int &hold = sp_editor_num(&current_sprite);
59   if (&hold != 0)
60   editor_type(&hold, 6);
61 
62 if (&gobpass == 1)
63 {
64 if (get_sprite_with_this_brain(9, &current_sprite) == 0)
65  {
66  if (get_sprite_with_this_brain(16, &current_sprite) == 0)
67   {
68 
69   //no more brain 9 or 16 monsters here, lets introduce 'mog'
70   spawn("s3-mog");
71  }
72 
73  }
74 
75 }
76 void attack( void )
77 {
78 playsound(27, 22050,0,&current_sprite, 0);
79 &mcounter = random(4000,0);
80 sp_attack_wait(&current_sprite, &mcounter);
81 }
82 
83 
84