Reply to boss seems to screw up engine
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the boss idea was a simple yet hopefully effective method a boss that changes shape on random after a randomly chosen time period. also wanted him to have the highest HP in game so you'd most likely see all forms alteast once also making the toughest in game(and he's that hidden dungeon boss)
but a few moments after facing him in combat spells no longer can be cast and his walking animation stops even the item interface can't be opened. dunno what it causes but only this guy has it all other bosses work as they are supposed to.
but a few moments after facing him in combat spells no longer can be cast and his walking animation stops even the item interface can't be opened. dunno what it causes but only this guy has it all other bosses work as they are supposed to.
//Echo The ancient one of sund(shapeshifting boss) void main (void) { int &fsave_x; int &kcrap; int &fsave_y; int &resist; int &mcounter; int &mtarget; screenlock(1); sp_brain(¤t_sprite, 9); sp_timing(¤t_sprite, 66); sp_speed(¤t_sprite, 1); sp_nohit(¤t_sprite, 0); sp_exp(¤t_sprite, 10000); //initial form Dinksp_base_walk(¤t_sprite, 70); sp_touch_damage(¤t_sprite, 15); sp_hitpoints(¤t_sprite, 3000); sp_defense(¤t_sprite, &bossdef); preload_seq(361); preload_seq(363); preload_seq(367); preload_seq(369); preload_Seq(70); preload_Seq(166); set_callback_random("trans",500,2000); } void trans (void) { //here he chooses his form and plays the apropiote "Echo" int &what = random (1,5); if (&what == 1) { //speedy pillbug form &bossdef = &strength; &bossdef -= 20; sp_defense(¤t_sprite, &bossdef); sp_base_walk(¤t_sprite, 130); sp_speed(¤t_sprite, 3); playsound(30, 17050, 4000, ¤t_sprite, 0); } if (&what == 2) { //spell casting dragon &bossdef = &strength; &bossdef -= 20; sp_defense(¤t_sprite, &bossdef); sp_base_walk(¤t_sprite, 200); sp_speed(¤t_sprite, 1); playsound(46, 17050, 4000, ¤t_sprite, 0); } if(&what == 3) { //Small, annoying and speedy slimer &bossdef = &strength; &bossdef -= 20; sp_defense(¤t_sprite, &bossdef); sp_base_walk(¤t_sprite, 690); sp_speed(¤t_sprite, 2); laysound(38, 38050, 6000, 1, 0); } if (&what == 4) { //tanky stone giant &bossdef = &strength; &bossdef -= 5; sp_defense(¤t_sprite, &bossdef); sp_base_walk(¤t_sprite, 820); sp_speed(¤t_sprite, 1); playsound(28, 28050,0,¤t_sprite, 0); } if (&what == 5) { //Dink
&bossdef = &strength; &bossdef -= 20; sp_defense(¤t_sprite, &bossdef); sp_base_walk(¤t_sprite, 10); sp_speed(¤t_sprite, 1); } set_callback_random("trans",500,2000); return; } void attack (void) { if(&what == 2) { playsound(47, 22050,0,0,0); &kcrap = sp_target(¤t_sprite, -1); &fsave_x = sp_x(&kcrap, -1); &fsave_y = sp_y(&kcrap, -1); &mcounter = random(5000,3000); sp_attack_wait(¤t_sprite, &mcounter); &resist = random(60, 1); //if NPC, turn off resist option if (&kcrap != 1) &resist = 100000; if (&resist > &magic) { say("`4<Casts harm>", ¤t_sprite); playsound(31, 12050,0,0, 0); hurt(&kcrap, 20); &fsave_y -= 29; int &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); } return; } void die (void) { playsound(43, 22050,0,0,0); int &reward = create_sprite(300,100,0,428,2); sp_script(&reward,"rewardsta"); int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) editor_type(&hold, 6); &save_x = sp_x(¤t_sprite, -1); &save_y = sp_y(¤t_sprite, -1); external("emake","boss"); }