1 //slayer
2
main(void)3 void main( void )
4 {
5 int &mcounter;
6 screenlock(1);
7 sp_brain(¤t_sprite, 9);
8 sp_speed(¤t_sprite, 1);
9 sp_distance(¤t_sprite, 60);
10 sp_range(¤t_sprite, 45);
11 sp_frame_delay(¤t_sprite, 45);
12 sp_timing(¤t_sprite, 0);
13 sp_exp(¤t_sprite, 200);
14 sp_base_walk(¤t_sprite, 640);
15 //sp_base_death(¤t_sprite, 680);
16 sp_base_attack(¤t_sprite, 630);
17 sp_defense(¤t_sprite, 5);
18 sp_strength(¤t_sprite, 20);
19 sp_touch_damage(¤t_sprite, 10);
20 sp_hitpoints(¤t_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(¤t_sprite, &enemy_sprite);
37 //lock on to the guy who just hit us
38 //playsound
39 playsound(28, 22050,0,¤t_sprite, 0);
40
41 }
42
die(void)43 void die( void )
44 {
45 if (get_sprite_with_this_brain(9, ¤t_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(¤t_sprite);
58 if (&hold != 0)
59 editor_type(&hold, 6);
60
61
62
63 &save_x = sp_x(¤t_sprite, -1);
64 &save_y = sp_y(¤t_sprite, -1);
65 external("emake","xlarge");
66
67 }
attack(void)68 void attack( void )
69 {
70 playsound(27, 22050,0,¤t_sprite, 0);
71 &mcounter = random(4000,0);
72 sp_attack_wait(¤t_sprite, &mcounter);
73 }
74
75
76