Reply to Re: cutscene with several monsters
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EDITED OUT DIALOUGE SO NO PLOT WAS GIVEN AWAY
void main( void )
{
if (&story == 6)
{
freeze(1)
freeze(¤t_sprite)
say_stop("`5blah blah", ¤t_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah. blah blah", ¤t_sprite);
say_stop("blah?", 1);
say_stop("`5blah blah blah", ¤t_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah blah blah", ¤t_sprite);
say_stop("blah blah blah blah", 1);
say_stop("`5blah blah blah. call other monsters here!", ¤t_sprite);
int &monster1 = create_sprite(900, 080, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
sp_script(&monster1, "monster");
move_stop(&monster1, 4, 425, 1);
freeze(&monster1);
int &monster2 = create_sprite(900, 220, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
sp_script(&monster2, "monster");
move_stop(&monster2, 4, 425, 1);
freeze(&monster2);
say_stop("blah blah", 1)
say_stop("`5blah blah blah!", ¤t_sprite);
unfreeze(¤t_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);
sp_target(¤t_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);
}
}
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 2);
sp_nohit(¤t_sprite, 0);
sp_distance(¤t_sprite, 50);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 500);
sp_base_walk(¤t_sprite, 610);
sp_base_death(¤t_sprite, 550);
sp_base_attack(¤t_sprite, 620);
sp_defense(¤t_sprite, 6);
sp_strength(¤t_sprite, 12);
sp_touch_damage(¤t_sprite, 10);
sp_hitpoints(¤t_sprite, 250);
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 )
{
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");
&story = 7
}
void attack( void )
{
playsound(31, 22050,0,¤t_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
&story = 7
}
void main( void )
{
if (&story == 6)
{
freeze(1)
freeze(¤t_sprite)
say_stop("`5blah blah", ¤t_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah. blah blah", ¤t_sprite);
say_stop("blah?", 1);
say_stop("`5blah blah blah", ¤t_sprite);
say_stop("blah blah", 1);
say_stop("`blah blah blah blah blah", ¤t_sprite);
say_stop("blah blah blah blah", 1);
say_stop("`5blah blah blah. call other monsters here!", ¤t_sprite);
int &monster1 = create_sprite(900, 080, 9, 613, 1);
sp_base_walk(&monster1, 610);
sp_speed(&monster1, 1);
sp_script(&monster1, "monster");
move_stop(&monster1, 4, 425, 1);
freeze(&monster1);
int &monster2 = create_sprite(900, 220, 9, 611, 1);
sp_base_walk(&monster2, 610);
sp_speed(&monster2, 1);
sp_script(&monster2, "monster");
move_stop(&monster2, 4, 425, 1);
freeze(&monster2);
say_stop("blah blah", 1)
say_stop("`5blah blah blah!", ¤t_sprite);
unfreeze(¤t_sprite);
unfreeze(&monster1);
unfreeze(&monster2);
unfreeze(1);
sp_target(¤t_sprite, 1);
sp_target(&monster1, 1);
sp_target(&monster2, 1);
}
}
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 2);
sp_nohit(¤t_sprite, 0);
sp_distance(¤t_sprite, 50);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 500);
sp_base_walk(¤t_sprite, 610);
sp_base_death(¤t_sprite, 550);
sp_base_attack(¤t_sprite, 620);
sp_defense(¤t_sprite, 6);
sp_strength(¤t_sprite, 12);
sp_touch_damage(¤t_sprite, 10);
sp_hitpoints(¤t_sprite, 250);
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 )
{
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");
&story = 7
}
void attack( void )
{
playsound(31, 22050,0,¤t_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
&story = 7
}






