1 //slayer
2 
main(void)3 void main( void )
4 {
5 int &mcounter;
6 screenlock(1);
7 sp_brain(&current_sprite, 9);
8 sp_speed(&current_sprite, 1);
9 sp_distance(&current_sprite, 60);
10 sp_range(&current_sprite, 45);
11 sp_frame_delay(&current_sprite, 45);
12 sp_timing(&current_sprite, 0);
13 sp_exp(&current_sprite, 200);
14 sp_base_walk(&current_sprite, 640);
15 //sp_base_death(&current_sprite, 680);
16 sp_base_attack(&current_sprite, 630);
17 sp_defense(&current_sprite, 5);
18 sp_strength(&current_sprite, 20);
19 sp_touch_damage(&current_sprite, 10);
20 sp_hitpoints(&current_sprite, 100);
21 preload_seq(632);
22 preload_seq(634);
23 preload_seq(636);
24 preload_seq(638);
25 
26 preload_seq(641);
27 preload_seq(643);
28 preload_seq(647);
29 preload_seq(649);
30 
31 }
32 
33 
hit(void)34 void hit( void )
35 {
36 sp_target(&current_sprite, &enemy_sprite);
37 //lock on to the guy who just hit us
38 //playsound
39 playsound(28, 22050,0,&current_sprite, 0);
40 
41 }
42 
die(void)43 void die( void )
44 {
45 if (get_sprite_with_this_brain(9, &current_sprite) == 0)
46  {
47   //no more brain 9 monsters here, lets unlock the screen
48 
49   screenlock(0);
50   playsound(43, 22050,0,0,0);
51 
52  }
53 
54 
55 
56 
57   int &hold = sp_editor_num(&current_sprite);
58   if (&hold != 0)
59   editor_type(&hold, 6);
60 
61 
62 
63 &save_x = sp_x(&current_sprite, -1);
64 &save_y = sp_y(&current_sprite, -1);
65 external("emake","xlarge");
66 
67 }
attack(void)68 void attack( void )
69 {
70 playsound(27, 22050,0,&current_sprite, 0);
71 &mcounter = random(4000,0);
72 sp_attack_wait(&current_sprite, &mcounter);
73 }
74 
75 
76