Quest For King Michal
Im Working On A New D MOD And Will Show My Progress Here.
So Far, I Have The Map Done. I'm Looking On The Network For Graphics And Would Be Happy For More ( Possibly A New Status Bar). This Will Definitely Not Be A Romp ( Size Wise).
So Far, I Have The Map Done. I'm Looking On The Network For Graphics And Would Be Happy For More ( Possibly A New Status Bar). This Will Definitely Not Be A Romp ( Size Wise).
Oops.
I Forgot To Tell You That The Following Is A Kind Of Plot Line:
"King Daniel Sends Dink To King Michal To Get Something. But Due To A Cave-In Dink Takes A Wrong Turn Which Brings Him Into A New World, And Changes Him Into A Farmer."
Thanks Metatarasal For This Excellent Idea For A First Time Dmod ( I Edited The Idea A Bit.)
I Forgot To Tell You That The Following Is A Kind Of Plot Line:
"King Daniel Sends Dink To King Michal To Get Something. But Due To A Cave-In Dink Takes A Wrong Turn Which Brings Him Into A New World, And Changes Him Into A Farmer."
Thanks Metatarasal For This Excellent Idea For A First Time Dmod ( I Edited The Idea A Bit.)
Sounds almost good, except Dink mysteriously changing back into a farmer sounds way illogical.
Sounds good, I hope your Dmod will follow proper grammar rules.
Sounds good, I hope your Dmod will follow proper grammar rules.
Grammar ok, but since when did Dink have to follow rules of logic?
DaVince
Dink Gets Turned Into A Smile Stein Style Farmer By A Wizard.
P.S. what Does Ex falso sequitur quodlibet Mean?
Dink Gets Turned Into A Smile Stein Style Farmer By A Wizard.
P.S. what Does Ex falso sequitur quodlibet Mean?
Ah yes, that makes more sense for a Dink game.
@Sparrowhawk: no logic is ok, but it seemed like there wasn't a reason. There is one now though, so it's all good. XD
@Sparrowhawk: no logic is ok, but it seemed like there wasn't a reason. There is one now though, so it's all good. XD
I'm Thinking Of Changing The Name.
The End Bosses Are Two Wizards.
The End Bosses Are Two Wizards.
Okay, cool, what were you planning to name it? Maybe we can give some input.
All I Know Is That This Sequel (Maybe) Is Called Elemental Balance
Also The Wizards Have Similar Scripts To Seth.
One Is Fire, One Is Ice.
Also This Might Be A Romp In The End.
Also The Wizards Have Similar Scripts To Seth.
One Is Fire, One Is Ice.
Also This Might Be A Romp In The End.
A romp is good enough. I mean it's not very likely that you'll actually finish it if you try to make it an epic. And finished projects are far more rewarding than unfinished ones.
Personally I wouldn't be bothered thinking about a sequel, finish what you're doing first.
Personally I wouldn't be bothered thinking about a sequel, finish what you're doing first.
A good romp is much more enjoyable than a poor epic. Never forget that.
When my people die, instead of dying they get faster.
can someone help.
these are the scripts:
ice:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts Acid Rain>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-boom");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts ice>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 855);
sp_que(&spark, -70);
sp_speed(&spark, 5);
freeze(1)
wait(2000);
unfreeze(1)
return;
}
playsound(31, 44050,0,0, 0);
&fsave_y -= 29;
int &spark = create_sprite(&fsave_x, &fsave_y, 7, 166, 1);
sp_seq(&spark, 166);
sp_que(&spark, -70);
say("Magic resisted.", &kcrap);
}
void hit( void )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
add_exp(0, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
Fire:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts explosion>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-bom2");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts fire>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 70);
sp_que(&spark, -70);
sp_speed(&spark, 5);
return;
}
playsound(31, 44050,0,0, 0);
&fsave_y -= 29;
int &spark = create_sprite(&fsave_x, &fsave_y, 7, 166, 1);
sp_seq(&spark, 166);
sp_que(&spark, -70);
say("Magic resisted.", &kcrap);
}
void hit( void )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
//fix, must make it so that the monster isn't hit again.
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
say("Haaa!", 1);
add_exp(10000, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
whats wrong?
can someone help.
these are the scripts:
ice:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts Acid Rain>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-boom");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts ice>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 855);
sp_que(&spark, -70);
sp_speed(&spark, 5);
freeze(1)
wait(2000);
unfreeze(1)
return;
}
playsound(31, 44050,0,0, 0);
&fsave_y -= 29;
int &spark = create_sprite(&fsave_x, &fsave_y, 7, 166, 1);
sp_seq(&spark, 166);
sp_que(&spark, -70);
say("Magic resisted.", &kcrap);
}
void hit( void )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
add_exp(0, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
Fire:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts explosion>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-bom2");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts fire>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 70);
sp_que(&spark, -70);
sp_speed(&spark, 5);
return;
}
playsound(31, 44050,0,0, 0);
&fsave_y -= 29;
int &spark = create_sprite(&fsave_x, &fsave_y, 7, 166, 1);
sp_seq(&spark, 166);
sp_que(&spark, -70);
say("Magic resisted.", &kcrap);
}
void hit( void )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
//fix, must make it so that the monster isn't hit again.
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
say("Haaa!", 1);
add_exp(10000, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
whats wrong?
It's going wrong at void hit( void ). Count the squirly braces {}, you went wrong somewhere.
And you can't put wait(); commands in the void die() procedure. It will just stop there, and the die procedure looks too long too. (which is also bad)
<EDIT> The only bracket I see missing is the last one, for the void die(void).
<EDIT> The only bracket I see missing is the last one, for the void die(void).
Yup, now it's gone, or my eyes missed an opening bracket somewhere.
Try putting sp_brain(¤t_sprite,0); at the beginning of the die procedure, ie.
void die()
{
sp_brain(¤t_sprite,0);
void die()
{
sp_brain(¤t_sprite,0);
I Find These Points Funny Because This Is An Unedited Seth Script In Most Parts, And The Parts I Edited Work. What Happens Is They Don't Shrink.

















