1 //Bonca..medium strength
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_nohit(&current_sprite, 0);
10 sp_distance(&current_sprite, 50);
11 sp_timing(&current_sprite, 0);
12 sp_exp(&current_sprite, 25);
13 sp_base_walk(&current_sprite, 610);
14 sp_base_death(&current_sprite, 550);
15 sp_base_attack(&current_sprite, 620);
16 sp_defense(&current_sprite, 3);
17 sp_strength(&current_sprite, 8);
18 sp_touch_damage(&current_sprite, 5);
19 sp_hitpoints(&current_sprite, 30);
20 preload_seq(611);
21 preload_seq(613);
22 preload_seq(617);
23 preload_seq(619);
24 preload_seq(621);
25 preload_seq(623);
26 preload_seq(627);
27 preload_seq(629);
28 
29 
30 preload_seq(542);
31 preload_seq(544);
32 preload_seq(546);
33 preload_seq(548);
34 
35 }
36 
37 
hit(void)38 void hit( void )
39 {
40 playsound(29, 22050,0,&current_sprite, 0);
41 
42 sp_target(&current_sprite, &enemy_sprite);
43 //lock on to the guy who just hit us
44 //playsound
45 
46 }
47 
die(void)48 void die( void )
49 {
50 if (get_sprite_with_this_brain(9, &current_sprite) == 0)
51  {
52   //no more brain 9 monsters here, lets unlock the screen
53 
54   screenlock(0);
55   playsound(43, 22050,0,0,0);
56 
57  }
58 
59   int &hold = sp_editor_num(&current_sprite);
60   if (&hold != 0)
61   editor_type(&hold, 6);
62 
63 &save_x = sp_x(&current_sprite, -1);
64 &save_y = sp_y(&current_sprite, -1);
65 external("emake","medium");
66 }
67 
attack(void)68 void attack( void )
69 {
70 playsound(31, 22050,0,&current_sprite, 0);
71 &mcounter = random(4000,0);
72 sp_attack_wait(&current_sprite, &mcounter);
73 }
74 
75 
76