1 //Mog Enemy sprite script
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_range(&current_sprite, 45);
10 	sp_frame_delay(&current_sprite, 50);
11 	sp_timing(&current_sprite, 0);
12 	sp_exp(&current_sprite, 150);
13 	sp_base_walk(&current_sprite, 780);
14 	sp_base_attack(&current_sprite, 770);
15 	sp_defense(&current_sprite, 4);
16 	sp_strength(&current_sprite, 20);
17 	sp_touch_damage(&current_sprite, 8);
18 	sp_hitpoints(&current_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(&current_sprite, 1);
30 	sp_pseq(&current_sprite, 789);
31 }
32 
33 
hit(void)34 void hit( void )
35 {
36 	sp_brain(&current_sprite, 9);
37 	sp_target(&current_sprite, &enemy_sprite);
38 	//lock on to the guy who just hit us
39 	//playsound
40 	playsound(28, 22050,0,&current_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(&current_sprite, 1);
47 	screenlock(0);
48 	freeze(1);
49 	sp_touch_damage(&current_sprite, 0);
50 	sp_brain(&current_sprite, 0);
51 	sp_seq(&current_sprite, 0);
52 	sp_pseq(&current_sprite, 785);
53 	sp_pframe(&current_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...", &current_sprite);
59 	wait(500);
60 	say_stop("`4I will tell you where the secret Cast camp is...", &current_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,&current_sprite, 0);
81 	&mcounter = random(4000,0);
82 	sp_attack_wait(&current_sprite, &mcounter);
83 }
84 
85 
86