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(¤t_sprite, 16);
7 sp_speed(¤t_sprite, 1);
8 sp_distance(¤t_sprite, 50);
9 sp_timing(¤t_sprite, 66);
10 sp_exp(¤t_sprite, 150);
11 sp_base_walk(¤t_sprite, 760);
12 //sp_base_death(¤t_sprite, 780);
13 sp_base_attack(¤t_sprite, 750);
14 sp_defense(¤t_sprite, 1);
15 sp_strength(¤t_sprite, 15);
16 sp_touch_damage(¤t_sprite, 10);
17 sp_hitpoints(¤t_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(¤t_sprite, 9);
35 sp_target(¤t_sprite, &enemy_sprite);
36 //lock on to the guy who just hit us
37 //playsound
38 playsound(28, 22050,0,¤t_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!", ¤t_sprite);
48 if (&randy == 2)
49 say("`4Tig glock sigre!", ¤t_sprite);
50 if (&randy == 3)
51 say("`4Oston tewers inat'l meen o mistary!", ¤t_sprite);
52 if (&randy == 4)
53 say("`4Hoglim dack byork!", ¤t_sprite);
54
55 }
die(void)56 void die( void )
57 {
58 int &hold = sp_editor_num(¤t_sprite);
59 if (&hold != 0)
60 editor_type(&hold, 6);
61
62 if (&gobpass == 1)
63 {
64 if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
65 {
66 if (get_sprite_with_this_brain(16, ¤t_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,¤t_sprite, 0);
79 &mcounter = random(4000,0);
80 sp_attack_wait(¤t_sprite, &mcounter);
81 }
82
83
84