1 //Bonca..medium strength
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_nohit(¤t_sprite, 0);
10 sp_distance(¤t_sprite, 50);
11 sp_timing(¤t_sprite, 0);
12 sp_exp(¤t_sprite, 25);
13 sp_base_walk(¤t_sprite, 610);
14 sp_base_death(¤t_sprite, 550);
15 sp_base_attack(¤t_sprite, 620);
16 sp_defense(¤t_sprite, 3);
17 sp_strength(¤t_sprite, 8);
18 sp_touch_damage(¤t_sprite, 5);
19 sp_hitpoints(¤t_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,¤t_sprite, 0);
41
42 sp_target(¤t_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, ¤t_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(¤t_sprite);
60 if (&hold != 0)
61 editor_type(&hold, 6);
62
63 &save_x = sp_x(¤t_sprite, -1);
64 &save_y = sp_y(¤t_sprite, -1);
65 external("emake","medium");
66 }
67
attack(void)68 void attack( void )
69 {
70 playsound(31, 22050,0,¤t_sprite, 0);
71 &mcounter = random(4000,0);
72 sp_attack_wait(¤t_sprite, &mcounter);
73 }
74
75
76