1 
main(void)2 void main( void )
3 {
4 int &mcounter;
5 sp_brain(&current_sprite, 0);
6 sp_speed(&current_sprite, 1);
7 sp_distance(&current_sprite, 50);
8 sp_range(&current_sprite, 35);
9 sp_timing(&current_sprite, 0);
10 sp_frame_delay(&current_sprite, 55);
11 sp_exp(&current_sprite, 150);
12 sp_base_walk(&current_sprite, 800);
13 sp_base_attack(&current_sprite, 790);
14 sp_defense(&current_sprite, 6);
15 sp_strength(&current_sprite, 25);
16 sp_hitpoints(&current_sprite, 80);
17 preload_seq(792);
18 preload_seq(794);
19 preload_seq(796);
20 preload_seq(798);
21 preload_seq(805);
22 
23 preload_seq(801);
24 preload_seq(803);
25 preload_seq(807);
26 preload_seq(809);
27 }
28 
29 
hit(void)30 void hit( void )
31 {
32 sp_brain(&current_sprite, 9);
33 sp_target(&current_sprite, &enemy_sprite);
34 //lock on to the guy who just hit us
35 //playsound
36 playsound(28, 22050,0,&current_sprite, 0);
37 sp_touch_damage(&current_sprite, 10);
38 
39 }
40 
die(void)41 void die( void )
42 {
43   int &hold = sp_editor_num(&current_sprite);
44   if (&hold != 0)
45   editor_type(&hold, 6);
46 }
attack(void)47 void attack( void )
48 {
49 playsound(27, 22050,0,&current_sprite, 0);
50 &mcounter = random(4000,0);
51 sp_attack_wait(&current_sprite, &mcounter);
52 }
53 
talk(void)54 void talk ( void )
55 {
56 
57 int &temp;
58 &temp = sp_brain(&current_sprite, -1);
59 if (&temp == 9)
60   {
61   say("`6i bey kalling yoo deed!", &current_sprite);
62   return;
63   }
64 
65 freeze(1);
66 freeze(&current_sprite);
67  choice_start()
68 (&gobpass == 0) "Ask the Goblin guard to let you in"
69  "Incite an 'incident'"
70  "Leave"
71  choice_end()
72 
73  if (&result == 1)
74  {
75   wait(400);
76   say_stop("Greetings my good fellow!  May I enter your fine establishment?", 1);
77   wait(400);
78   say_stop("`6hmm.", &current_sprite);
79   wait(400);
80   int &dumb = compare_weapon("item-b1");
81 debug("Dumb is &dumb");
82   if (&dumb == 1)
83     {
84       if (&mayor != 3)
85        {
86         //if they have not talked to the mayor, let's not let them in.
87   say_stop("`6hmm.. are yoo joon?? coom beck lader! too erly", &current_sprite);
88   wait(400);
89   unfreeze(1);
90  unfreeze(&current_sprite);
91   return;
92 
93        }
94      //they are holding the bow
95    say_stop("`6ashee yoo hav bough. GATS OPAN!", &current_sprite);
96 playsound(43, 22050,0,0,0);
97 
98         &gobpass = 1;
99         //remove gate
100         &dumb = sp(3);
101         sp_hard(&dumb, 1);
102         draw_hard_sprite(&dumb);
103         sp_active(&dumb, 0);
104 unfreeze(1);
105 unfreeze(&current_sprite);
106   return;
107     }
108   say_stop("`6erga hoomans NOT heenter!  leev!", &current_sprite);
109   wait(400);
110   say_stop("Oh come on, let me in!", 1);
111   wait(400);
112   say_stop("`6no bow?!!! un not joon! leev!!", &current_sprite);
113  }
114 
115  if (&result == 2)
116  {
117   wait(400);
118   say_stop("Say.  So how 'bout that war of '23?  You guys got beat back pretty hard.", 1);
119   wait(400);
120   say_stop("`6yoo ar engerang meee!", &current_sprite);
121   wait(400);
122   say_stop("I mean, King Daniel basically crushed you all like tiny bugs.", 1);
123   wait(400);
124   say_stop("`6reechard!?? yoo wheel bey daying now!", &current_sprite);
125   sp_brain(&current_sprite, 9);
126   sp_target(&current_sprite, 1);
127  }
128 
129 unfreeze(1);
130 unfreeze(&current_sprite);
131 
132 }
133