1 //Mog Enemy sprite script
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_range(¤t_sprite, 45);
10 sp_frame_delay(¤t_sprite, 50);
11 sp_timing(¤t_sprite, 0);
12 sp_exp(¤t_sprite, 150);
13 sp_base_walk(¤t_sprite, 780);
14 sp_base_attack(¤t_sprite, 770);
15 sp_defense(¤t_sprite, 4);
16 sp_strength(¤t_sprite, 20);
17 sp_touch_damage(¤t_sprite, 8);
18 sp_hitpoints(¤t_sprite, 50);
19 preload_seq(772);
20 preload_seq(774);
21 preload_seq(776);
22 preload_seq(778);
23 preload_seq(785);
24
25 preload_seq(781);
26 preload_seq(783);
27 preload_seq(787);
28 preload_seq(789);
29 sp_pframe(¤t_sprite, 1);
30 sp_pseq(¤t_sprite, 789);
31 }
32
33
hit(void)34 void hit( void )
35 {
36 sp_brain(¤t_sprite, 9);
37 sp_target(¤t_sprite, &enemy_sprite);
38 //lock on to the guy who just hit us
39 //playsound
40 playsound(28, 22050,0,¤t_sprite, 0);
41 }
42
die(void)43 void die( void )
44 {
45 //fix, must make it so that the monster isn't hit again.
46 sp_nohit(¤t_sprite, 1);
47 screenlock(0);
48 freeze(1);
49 sp_touch_damage(¤t_sprite, 0);
50 sp_brain(¤t_sprite, 0);
51 sp_seq(¤t_sprite, 0);
52 sp_pseq(¤t_sprite, 785);
53 sp_pframe(¤t_sprite, 1);
54 //For screen fade & change
55 int &wherex = sp_x(1, -1);
56 int &wherey = sp_y(1, -1);
57
58 say_stop("`4Please...", ¤t_sprite);
59 wait(500);
60 say_stop("`4I will tell you where the secret Cast camp is...", ¤t_sprite);
61 wait(1000);
62 fade_down();
63 wait(2000);
64 &gobpass = 5;
65 script_attach(1000);
66
67 //change maps and stuff ...
68 &player_map = 489;
69 sp_x(1, 226);
70 sp_y(1, 386);
71 load_screen(489);
72 draw_screen();
73 draw_status();
74 fade_up();
75 kill_this_task();
76 }
77
attack(void)78 void attack( void )
79 {
80 playsound(27, 22050,0,¤t_sprite, 0);
81 &mcounter = random(4000,0);
82 sp_attack_wait(¤t_sprite, &mcounter);
83 }
84
85
86