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January 12th 2004, 04:41 AM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Copy the next lines to Notepad or something, and save it as "en-drag.c". (Without the "). Place this en-drag.c to the story directory of the DMod with the bug. It should work now.

//Start copying here
//pillbug brain

void main( void )
{
int &fsave_x;
int &kcrap;
int &fsave_y;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(&current_sprite, 10);
sp_timing(&current_sprite, 66);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_exp(&current_sprite, 400);
sp_base_walk(&current_sprite, 200);
sp_base_death(&current_sprite, 210);
sp_touch_damage(&current_sprite, 10);
sp_hitpoints(&current_sprite, 80);
sp_defense(&current_sprite, 8);
preload_seq(202);
preload_seq(204);
preload_seq(206);
preload_seq(208);
preload_Seq(70);
preload_Seq(166);

set_callback_random("target",500,2000);

}

void target( void )
{
//get new target
&kcrap = random(9, 1);
if (&life < 1)
&kcrap = 2;

if (&kcrap == 1)
{
sp_target(&current_sprite, 1);
return;
}

&mtarget = get_sprite_with_this_brain(16, &current_sprite);
if (&mtarget > 0)
{

&mtarget = get_rand_sprite_with_this_brain(16, &current_sprite);
sp_target(&current_sprite, &mtarget);
}

}

void attack( void )
{

playsound(47, 22050,0,0,0);

&kcrap = sp_target(&current_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&mcounter = random(5000,3000);
sp_attack_wait(&current_sprite, &mcounter);

&resist = random(40, 1);

//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;

if (&resist > &magic)
{
say("`4<Casts harm>", &current_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);
}

void hit( void )
{
sp_target(&current_sprite, &enemy_sprite);
playsound(46, 17050, 4000, &current_sprite, 0);
//lock on to the guy who just hit us
//playsound
}

void die( void )
{

if (get_sprite_with_this_brain(10, &current_sprite) == 0)
{
//no more brain 10 monsters here, lets unlock the screen
if (&life > 0)
{
screenlock(0);
}
}

int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 6);

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);

external("emake","xlarge");

}
//Copying done, save as en-drag.c