1 //Bonca..medium strength
2
main(void)3 void main( void )
4 {
5 int &mcounter;
6 sp_brain(¤t_sprite, 9);
7 sp_speed(¤t_sprite, 1);
8 sp_distance(¤t_sprite, 50);
9 sp_timing(¤t_sprite, 33);
10 sp_exp(¤t_sprite, 20);
11 sp_base_walk(¤t_sprite, 530);
12 sp_base_death(¤t_sprite, 550);
13 sp_base_attack(¤t_sprite, 540);
14 sp_defense(¤t_sprite, 3);
15 sp_strength(¤t_sprite, 8);
16 sp_touch_damage(¤t_sprite, 4);
17 sp_hitpoints(¤t_sprite, 20);
18 sp_target(¤t_sprite, 1);
19 preload_seq(531);
20 preload_seq(533);
21 preload_seq(537);
22 preload_seq(539);
23 preload_seq(551);
24 preload_seq(553);
25 preload_seq(557);
26 preload_seq(559);
27 preload_seq(542);
28 preload_seq(544);
29 preload_seq(546);
30 preload_seq(548);
31 }
32
33
hit(void)34 void hit( void )
35 {
36 playsound(29, 22050,0,¤t_sprite, 0);
37
38 sp_target(¤t_sprite, 1);
39 //lock on to the guy who just hit us
40 //playsound
41
42 }
43
die(void)44 void die( void )
45 {
46
47 if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
48 {
49 debug("Ok, all monsters are dead.");
50 sp_script(&temp5hold, "s2-cslay");
51 debug("Aw yeah.");
52 }
53
54 int &hold = sp_editor_num(¤t_sprite);
55 if (&hold != 0)
56 editor_type(&hold, 6);
57
58 &save_x = sp_x(¤t_sprite, -1);
59 &save_y = sp_y(¤t_sprite, -1);
60 external("emake","medium");
61
62
63
64
65 }
66
attack(void)67 void attack( void )
68 {
69 sp_target(¤t_sprite, 1);
70 playsound(31, 22050,0,¤t_sprite, 0);
71 &mcounter = random(4000,0);
72 sp_attack_wait(¤t_sprite, &mcounter);
73 }
74
75
76