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Now I've got problems again. Is there any way of hurting all monsters? I was thinking about counting the number of monster with brain 9 and then doing some loop which run the hurt that number of times... But I need some way of detecting which monsters that I've already cast the spell on.
Here's the script, if anyone could think of a way to damage all monsters, please tell me. Oh, and the high damage is temporary... And the skill will be disabled while fighting bosses.
Here's the script, if anyone could think of a way to damage all monsters, please tell me. Oh, and the high damage is temporary... And the skill will be disabled while fighting bosses.
void use(void) { // Dink's cordinates &dx = sp_x(1, -1); &dy = sp_y(1, -1); //Create animation for effect only: &ani = create_sprite(&dx, &dy, 7, 899, 1); sp_seq(&ani, 899); //Set the damage &damage = 1000; &tar = get_sprite_with_this_brain(9, ¤t_sprite); // Target's cordinates &tarx = sp_x(&tar, -1); &tary = sp_y(&tar, -1); //Now, is the spirite left or right of dink? If(&tarx > &dx) { //sprite is right of dink //How far? &tarx -= &dx; //Now, let's lower the damgae by that! &damage -= &tarx; } else { //sprite is left of dink &dx -= &tarx; &damage -= &dx; } //So far, so good, Let's fix the Y-Cordinates too. If(&tary > &dy) { //sprite is under dink. &tary -= &dy; &damage -= &tary; } else { //sprite is over Dink &dy -= &tary; &damage -= &dy; } //Now let's set a minimum damage, If(&damage < &magic) { &damage = &magic; } //And... Hurt him! hurt(&tar, &damage); &magic_level -= 500; draw_status(); } void arm(void) { preload_seq(899); &magic_cost = 1000; int &dis; int &tar; int &tarx; int &tary; int &dx; int &dy; int &damage; int &ani; } void disarm(void) { &magic_level = 0; kill_this_task(); } void pickup(void) { Debug("Player now owns this item."); kill_this_task(); } void drop(void) { Debug("Item dropped."); kill_this_task(); }