Reply to Re: Attacking Knights
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this should work for a red knight from dink(if you wanted a different color, all you have to do is change a couple of numbers):
void main( void )
{
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 2);
sp_distance(¤t_sprite, 60);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 30);
sp_base_walk(¤t_sprite, 270);
sp_base_death(¤t_sprite, -1);
sp_base_attack(¤t_sprite, 710);
sp_defense(¤t_sprite, 10);
sp_strength(¤t_sprite, 10);
sp_touch_damage(¤t_sprite, 1);
sp_hitpoints(¤t_sprite, 100);
preload_seq(271);
preload_seq(273);
preload_seq(275);
preload_seq(277);
preload_seq(279);
preload_seq(712);
preload_seq(714);
preload_seq(716);
preload_seq(718);
}
void hit( void )
{
playsound(29, 22050,0,¤t_sprite, 0);
sp_target(¤t_sprite, &enemy_sprite);
}
void die( void )
{
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(36, 22050,0,¤t_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
}
void main( void )
{
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 2);
sp_distance(¤t_sprite, 60);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 30);
sp_base_walk(¤t_sprite, 270);
sp_base_death(¤t_sprite, -1);
sp_base_attack(¤t_sprite, 710);
sp_defense(¤t_sprite, 10);
sp_strength(¤t_sprite, 10);
sp_touch_damage(¤t_sprite, 1);
sp_hitpoints(¤t_sprite, 100);
preload_seq(271);
preload_seq(273);
preload_seq(275);
preload_seq(277);
preload_seq(279);
preload_seq(712);
preload_seq(714);
preload_seq(716);
preload_seq(718);
}
void hit( void )
{
playsound(29, 22050,0,¤t_sprite, 0);
sp_target(¤t_sprite, &enemy_sprite);
}
void die( void )
{
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(36, 22050,0,¤t_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
}