1 //Bonca..medium strength
2 
main(void)3 void main( void )
4 {
5 int &mcounter;
6 sp_brain(&current_sprite, 9);
7 sp_speed(&current_sprite, 1);
8 sp_distance(&current_sprite, 50);
9 sp_timing(&current_sprite, 33);
10 sp_exp(&current_sprite, 20);
11 sp_base_walk(&current_sprite, 530);
12 sp_base_death(&current_sprite, 550);
13 sp_base_attack(&current_sprite, 540);
14 sp_defense(&current_sprite, 3);
15 sp_strength(&current_sprite, 8);
16 sp_touch_damage(&current_sprite, 4);
17 sp_hitpoints(&current_sprite, 20);
18 sp_target(&current_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,&current_sprite, 0);
37 
38 sp_target(&current_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, &current_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(&current_sprite);
55   if (&hold != 0)
56   editor_type(&hold, 6);
57 
58 &save_x = sp_x(&current_sprite, -1);
59 &save_y = sp_y(&current_sprite, -1);
60 external("emake","medium");
61 
62 
63 
64 
65 }
66 
attack(void)67 void attack( void )
68 {
69 sp_target(&current_sprite, 1);
70 playsound(31, 22050,0,&current_sprite, 0);
71 &mcounter = random(4000,0);
72 sp_attack_wait(&current_sprite, &mcounter);
73 }
74 
75 
76