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June 21st 2003, 12:58 PM
anon.gif
RadeonGuy
Ghost They/Them
 
There's a code:

//item garand

void use( void )
{

&mholdx = sp_x(1, -1);
&mholdy = sp_y(1, -1);

&mydir = sp_dir(1, -1);

if (&ammogarand == 0)
{
playsound(52, 22050,0,0,0);
Say("JONES! I'm out of ammo for my carbine gun!", 1);
wait(250);
return;
}

playsound(50, 22050,0,0,0);

if (&mydir == 6)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 6);
sp_dir(&junk, 6);
}

if (&mydir == 4)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 4);
sp_dir(&junk, 4);
}

if (&mydir == 2)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 2);
sp_dir(&junk, 2);
}

if (&mydir == 8)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 8);
sp_dir(&junk, 8);
}

if (&mydir == 9)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 5);
sp_dir(&junk, 9);
}

if (&mydir == 1)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 1);
sp_dir(&junk, 1);
}

if (&mydir == 7)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 7);
sp_dir(&junk, 7);
}

if (&mydir == 3)
{
&junk = create_sprite(&mholdx, &mholdy, 11, 25, 3);
sp_dir(&junk, 3);
}

sp_speed(&junk, 10);

sp_strength(&junk, 25);
sp_range(&junk, 4);
//this makes it easier to hit stuff
sp_flying(&junk, 1);
sp_script(&junk, "dam-garand");
&ammogarand -= 1;
&magic = &ammogarand;
sp_brain_parm(&junk, 1);

return;
}

void disarm(void)
{
kill_this_task();
}

void arm(void)
{
Debug("Arming Garand.");
&magic = &ammogarand;
int &junk;
int &mydir;
int &mholdx;
int &mholdy;
int &mshadow;
int &mypower;
int &temp;
//init("load_sequence_now graphics\dink\bow\walk\d-bw1- 71 43 30 84 -14 -10 14 10");
//init("load_sequence_now graphics\dink\bow\walk\d-bw2- 72 43 29 86 -21 -10 19 10");
//init("load_sequence_now graphics\dink\bow\walk\d-bw3- 73 43 35 79 -13 -9 13 9");
//init("load_sequence_now graphics\dink\bow\walk\d-bw4- 74 43 41 79 -18 -12 20 12");

//init("load_sequence_now graphics\dink\bow\walk\d-bw6- 76 43 47 78 -23 -10 23 10");
//init("load_sequence_now graphics\dink\bow\walk\d-bw7- 77 43 46 71 -20 -10 20 10");
//init("load_sequence_now graphics\dink\bow\walk\d-bw8- 78 43 35 76 -15 -12 15 12");
//init("load_sequence_now graphics\dink\bow\walk\d-bw9- 79 43 46 78 -13 -9 13 9");

//init("load_sequence_now graphics\dink\bow\idle\d-bi2- 12 250 35 87 -17 -12 16 9");
//init("load_sequence_now graphics\dink\bow\idle\d-bi4- 14 250 37 77 -11 -12 16 10");
//init("load_sequence_now graphics\dink\bow\idle\d-bi6- 16 250 35 83 -15 -9 11 9");
//init("load_sequence_now graphics\dink\bow\idle\d-bi8- 18 250 33 70 -15 -12 15 9");

//init("load_sequence_now graphics\dink\bow\hit\d-ba2- 102 75 27 89 -23 -12 24 11");
//init("load_sequence_now graphics\dink\bow\hit\d-ba4- 104 75 76 79 -23 -13 23 14");
//init("load_sequence_now graphics\dink\bow\hit\d-ba6- 106 75 37 81 -14 -10 14 10");
//init("load_sequence_now graphics\dink\bow\hit\d-ba8- 108 75 31 89 -17 -16 17 10");

//bow weapon diags

//init("load_sequence_now graphics\dink\bow\hit\d-ba1- 101 75 57 84 -20 -12 20 12");
//init("load_sequence_now graphics\dink\bow\hit\d-ba3- 103 75 33 86 -19 -13 19 13");
//init("load_sequence_now graphics\dink\bow\hit\d-ba7- 107 75 54 82 -19 -11 19 11");
//init("load_sequence_now graphics\dink\bow\hit\d-ba9- 109 75 37 78 -21 -10 21 10");
//preload_seq(25);
Debug("Garand Armed.");
}

void pickup(void)
{
Debug("Player now owns this item.");
kill_this_task();
}

void drop(void)
{
Debug("Item dropped.");
kill_this_task();
}

Aha: I don't know, how to give a boot to script