Reply to Re: cutscene with several monsters
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Yeah, but for the stuff that will vary depending on your D-Mod, I'll put in some random numbers/letters (things like the coordinates for monsters).
Step 1: Save this as a script called "monster" (without quotations) and attach it to a grey bonca or some other monster. Make sure you give the bonca/boss a base_attack, base_walk, speed, all that good stuff via WinDinkEdit + or something. It's not necessary to include the simple stuff like attack and walking through scripts with editor placed sprites.
void main(void)
{
screenlock(1);
freeze(1);
freeze(¤t_sprite);
say_stop("blah blah",1);
wait(100);
say_stop("`0Blah blah blah!",¤t_sprite); designation);
wait(100);
say_stop("`0More monsters come here!",¤t_sprite);
wait(100);
int &monster1 = create_sprite(100, 200, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
script(&monster1, "monster");
freeze(&monster1);
int &monster2 = create_sprite(150, 250, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
script(&monster2, "monster");
freeze(&monster2);
say_stop("`0MWAHAHAHAHA!",¤t_sprite);
unfreeze(¤t_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);
sp_target(¤t_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);
say("Uh-oh!",1);
}
void die( void )
{
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen
screenlock(0);
playsound(43, 22050,0,0,0);
}
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");
}
Step 2: Make a new script called "monster" (without quotations), and put this in that script:
void main(void)
{
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_distance(¤t_sprite, 50);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 40);
sp_base_walk(¤t_sprite, 610);
sp_base_death(¤t_sprite, 550);
sp_base_attack(¤t_sprite, 620);
sp_defense(¤t_sprite, 3);
sp_strength(¤t_sprite, 8);
sp_touch_damage(¤t_sprite, 5);
sp_hitpoints(¤t_sprite, 20);
}
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 )
{
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen
screenlock(0);
playsound(43, 22050,0,0,0);
}
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);
}
That's it. If it still doesn't work, tell me. I may have forgot something...or something.
Step 1: Save this as a script called "monster" (without quotations) and attach it to a grey bonca or some other monster. Make sure you give the bonca/boss a base_attack, base_walk, speed, all that good stuff via WinDinkEdit + or something. It's not necessary to include the simple stuff like attack and walking through scripts with editor placed sprites.
void main(void)
{
screenlock(1);
freeze(1);
freeze(¤t_sprite);
say_stop("blah blah",1);
wait(100);
say_stop("`0Blah blah blah!",¤t_sprite); designation);
wait(100);
say_stop("`0More monsters come here!",¤t_sprite);
wait(100);
int &monster1 = create_sprite(100, 200, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
script(&monster1, "monster");
freeze(&monster1);
int &monster2 = create_sprite(150, 250, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
script(&monster2, "monster");
freeze(&monster2);
say_stop("`0MWAHAHAHAHA!",¤t_sprite);
unfreeze(¤t_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);
sp_target(¤t_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);
say("Uh-oh!",1);
}
void die( void )
{
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen
screenlock(0);
playsound(43, 22050,0,0,0);
}
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");
}
Step 2: Make a new script called "monster" (without quotations), and put this in that script:
void main(void)
{
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 1);
sp_nohit(¤t_sprite, 0);
sp_distance(¤t_sprite, 50);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 40);
sp_base_walk(¤t_sprite, 610);
sp_base_death(¤t_sprite, 550);
sp_base_attack(¤t_sprite, 620);
sp_defense(¤t_sprite, 3);
sp_strength(¤t_sprite, 8);
sp_touch_damage(¤t_sprite, 5);
sp_hitpoints(¤t_sprite, 20);
}
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 )
{
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
//no more brain 9 monsters here, lets unlock the screen
screenlock(0);
playsound(43, 22050,0,0,0);
}
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);
}
That's it. If it still doesn't work, tell me. I may have forgot something...or something.






