Kung-fu fighting!
int &pill = create_sprite(113,300, 9, 854, 1); sp_nodraw(&pill,1); int &flash = create_sprite(113, 300, 7 , 167, 1); sp_seq(&flash,167); wait(25); sp_nodraw(&pill,0); wait(50); sp_script(&pill, "en-shdw2"); wait(200); int &pill = create_sprite(113, 92, 9, 854, 1); sp_nodraw(&pill,1); int &flash = create_sprite(113, 92, 7 , 167, 1); sp_seq(&flash,167); wait(25); sp_nodraw(&pill,0); wait(50); sp_script(&pill, "en-shdw2"); wait(200); // Something here that until the &pills are dead, the script continues. int &wiz = create_sprite(660, 114, 0, 581, 1); say("`9Ok, I've had enough of you!" , &wiz);
2 monsters are summoned. I want the script to halt until Dink have killed the monsters, then continue with int &wiz. Should be an easy task, but guess mah braiiznnnznnnzzz izzz ouuuttt feeer a waaaaalk...

I would take a completely different approach here. Just put a little check in the pillbug script to check whether the pillbugs are dead and then run a different scipt with the &wiz information, something like this:
en-shdw2.c
And then you make a new script:
en-shdw2.c
void die(void) { if (get_sprite_with_this_brain(9,¤t_sprite) == 0) { spawn("newscript"); } }
And then you make a new script:
void main(void) { int &wiz = create_sprite(660, 114, 0, 581, 1); say("`9Ok, I've had enough of you!" , &wiz); <rest of commands> kill_this_task(); }