Reply to Re: Quest For King Michal
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When my people die, instead of dying they get faster.
can someone help.
these are the scripts:
ice:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts Acid Rain>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-boom");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts ice>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 855);
sp_que(&spark, -70);
sp_speed(&spark, 5);
freeze(1)
wait(2000);
unfreeze(1)
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 )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
add_exp(0, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
Fire:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts explosion>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-bom2");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts fire>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&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 )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
//fix, must make it so that the monster isn't hit again.
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
say("Haaa!", 1);
add_exp(10000, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
whats wrong?
can someone help.
these are the scripts:
ice:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts Acid Rain>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-boom");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts ice>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&spark = create_sprite(&fsave_x, &fsave_y, 7, 70, 1);
sp_seq(&spark, 855);
sp_que(&spark, -70);
sp_speed(&spark, 5);
freeze(1)
wait(2000);
unfreeze(1)
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 )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
add_exp(0, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
Fire:
//boss brain
void main( void )
{
int &fsave_x;
int &kcrap;
int &dam;
int &fsave_y;
int &spark;
int &speed = 1;
int &resist;
int &mcounter;
int &mtarget;
screenlock(1);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_exp(¤t_sprite, 0);
sp_base_walk(¤t_sprite, 580);
sp_touch_damage(¤t_sprite, 30);
sp_hitpoints(¤t_sprite, 300);
sp_defense(¤t_sprite, 25);
sp_target(¤t_sprite, 1);
}
void attack( void )
{
unfreeze(¤t_sprite);
&mcounter = random(4000,2000);
sp_attack_wait(¤t_sprite, &mcounter);
&kcrap = sp_target(¤t_sprite, -1);
&fsave_x = sp_x(&kcrap, -1);
&fsave_y = sp_y(&kcrap, -1);
&resist = random(2, 1);
if (&resist == 1)
{
//cast some kind of bomb
freeze(¤t_sprite);
sp_speed(¤t_sprite, 0);
// sp_dir(¤t_sprite, 0);
sp_seq(¤t_sprite, 0);
sp_frame(¤t_sprite, 0);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(500);
&save_x = sp_x(1, -1);
&save_y = sp_y(1, -1);
sp_pseq(¤t_sprite, 581);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 583);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 587);
sp_pframe(¤t_sprite, 1);
wait(200);
sp_pseq(¤t_sprite, 589);
sp_pframe(¤t_sprite, 1);
wait(200);
say("`4<Casts explosion>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
spawn("dam-bom2");
sp_brain(¤t_sprite, 10);
sp_speed(¤t_sprite, &speed);
unfreeze(¤t_sprite);
return;
}
&resist = random(40, 1);
//if NPC, turn off resist option
if (&kcrap != 1)
&resist = 100000;
if (&resist > &magic)
{
say("`4<Casts fire>", ¤t_sprite);
playsound(31, 12050,0,0, 0);
hurt(&kcrap, 30);
&fsave_y -= 29;
&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 )
{
playsound(46, 3050, 4000, ¤t_sprite, 0);
sp_speed(¤t_sprite, &speed);
sp_brain(¤t_sprite, 10);
unfreeze(¤t_sprite);
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 270)
{
sp_timing(¤t_sprite, 0);
sp_speed(¤t_sprite, 2);
&speed = 2;
sp_frame_delay(¤t_sprite, 60);
}
if (&dam < 200)
{
&speed = 3;
sp_speed(¤t_sprite, 3);
sp_frame_delay(¤t_sprite, 50);
}
if (&dam < 100)
{
&speed = 4;
sp_speed(¤t_sprite, 4);
sp_frame_delay(¤t_sprite, 40);
}
if (&dam < 15)
{
&speed = 5;
sp_speed(¤t_sprite, 5);
sp_frame_delay(¤t_sprite, 30);
}
&dam = random(2,1);
if (&dam == 1)
return;
&dam = sp_hitpoints(¤t_sprite, -1);
if (&dam < 6)
{
say("`%ARRRRGGGGG!!", ¤T_SPRITE);
return;
}
if (&dam < 15)
{
say("`%DIIIEEEEE!!", ¤T_SPRITE);
return;
}
if (&dam < 50)
{
say("`%FEEL Our WRATH, SMALLWOOD!", ¤T_SPRITE);
return;
}
if (&dam < 100)
{
say("`%I Actually felt that.", ¤T_SPRITE);
return;
}
if (&dam < 140)
{
say("`%Listen, The Elements want your soul!!", ¤T_SPRITE);
playsound(35, 22050, 0, ¤t_sprite, 0);
playsound(23, 22050, 0, ¤t_sprite, 0);
return;
}
if (&dam < 160)
{
say("`%You'll be dead soon.", ¤T_SPRITE);
return;
}
if (&dam < 180)
{
say("`%Nice shot. It will be your last.", ¤T_SPRITE);
return;
}
if (&dam < 200)
{
say("`%You are starting to annoy me now.", ¤T_SPRITE);
return;
}
if (&dam < 240)
{
say("`%I could finish you now, but this is fun.", ¤T_SPRITE);
return;
}
if (&dam < 260)
{
say("`%It's kind of sad that you are going to die for nothing.", ¤T_SPRITE);
return;
}
if (&dam < 280)
{
say("`%Ha. You call that an attack?", ¤T_SPRITE);
return;
}
say("`%You are just like us you know, Dink.", ¤T_SPRITE);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
//fix, must make it so that the monster isn't hit again.
sp_nohit(¤t_sprite, 1);
&save_x = sp_x(¤t_sprite, -1);
&save_y = sp_y(¤t_sprite, -1);
say("Haaa!", 1);
add_exp(10000, ¤t_sprite);
sp_brain_parm(¤t_sprite, 40);
sp_brain(¤t_sprite, 12);
sp_brain(¤t_sprite, 0);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 40;
&save_y -= 30;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 80;
&save_y += 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x += 10;
&save_y += 20;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
&save_x -= 30;
&save_y -= 60;
playsound(24, 22052, 0, 0, 0);
int &mcrap = create_sprite(&save_x, &save_y, 7, 167, 1);
sp_seq(&mcrap, 167);
wait(100);
sp_brain_parm(¤t_sprite, 5);
sp_brain(¤t_sprite, 12);
script_attach(1000);
wait(500);
wait(2000);
if (get_sprite_with_this_brain(10, ¤t_sprite) == 0)
{
screenlock(0);
kill_this_task();
}
whats wrong?






