Reply to Re: New D-Mod: An Age Of Darkness
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well, that would be too much work in the desert, you know, one script for each invisible wall, but i have fixed it already...
now the only problem left, is the screenlock problem... i guess i only should change brain or something, i can show a monster script
//Bonca.. strong one
void main( void )
{
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 1);
sp_distance(¤t_sprite, 50);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 80);
sp_base_walk(¤t_sprite, 600);
sp_base_death(¤t_sprite, 550);
sp_base_attack(¤t_sprite, 590);
sp_defense(¤t_sprite, 3);
sp_strength(¤t_sprite, 10);
sp_touch_damage(¤t_sprite, 5);
sp_hitpoints(¤t_sprite, 28);
preload_seq(531);
preload_seq(533);
preload_seq(537);
preload_seq(539);
preload_seq(551);
preload_seq(553);
preload_seq(557);
preload_seq(559);
preload_seq(542);
preload_seq(544);
preload_seq(546);
preload_seq(548);
}
void hit( void )
{
playsound(29, 22050,0,¤t_sprite, 0);
sp_target(¤t_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
screenlock(0);
{
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","medium");
}
void attack( void )
{
playsound(31, 22050,0,¤t_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
}
now the only problem left, is the screenlock problem... i guess i only should change brain or something, i can show a monster script
//Bonca.. strong one
void main( void )
{
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 1);
sp_distance(¤t_sprite, 50);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 80);
sp_base_walk(¤t_sprite, 600);
sp_base_death(¤t_sprite, 550);
sp_base_attack(¤t_sprite, 590);
sp_defense(¤t_sprite, 3);
sp_strength(¤t_sprite, 10);
sp_touch_damage(¤t_sprite, 5);
sp_hitpoints(¤t_sprite, 28);
preload_seq(531);
preload_seq(533);
preload_seq(537);
preload_seq(539);
preload_seq(551);
preload_seq(553);
preload_seq(557);
preload_seq(559);
preload_seq(542);
preload_seq(544);
preload_seq(546);
preload_seq(548);
}
void hit( void )
{
playsound(29, 22050,0,¤t_sprite, 0);
sp_target(¤t_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
screenlock(0);
{
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","medium");
}
void attack( void )
{
playsound(31, 22050,0,¤t_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
}