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May 5th 2007, 02:14 PM
knightgl.gif
CastMan
Peasant He/Him Brazil
Some day I'll finish my mod... Some day... 
Someone could please help me with this script?? The monster should disappear when you hit, but lose a bit of energy, it works good but he doesn´t loses energy, any ideas?? //evil magician

void main( void )
{
int &mcounter;
int &pap;
int &wherex;
int &wherey;
int &fsave_x;
int &kcrap;
int &fsave_y;
int &resist;
int &mcounter;
int &mtarget;

sp_brain(&current_sprite, 9);
sp_target(&current_sprite, 1);
sp_speed(&current_sprite, 1);
sp_range(&current_sprite, 60);
sp_distance(&current_sprite, 60);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 400);
sp_base_walk(&current_sprite, 820);
sp_base_attack(&current_sprite, 810);
sp_defense(&current_sprite, 18);
sp_strength(&current_sprite, 35);
sp_touch_damage(&current_sprite, 25);
sp_hitpoints(&current_sprite, 40);
external("healthbar", "make_hbar");
preload_seq(582);
preload_seq(584);
preload_seq(586);
preload_seq(588);

set_callback_random("target",500,2000);

}

void hit( void )
{
sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
wait (1000);
&wherex = sp_x(&current_sprite, -1);
&wherey = sp_y(&current_sprite, -1);
say("`6dang you", &current_sprite);
&pap = random(3, 1);
if (&pap == 1)
{
int &mcrap = create_sprite(&wherex, &wherey, 7, 167, 1);
sp_seq(&mcrap, 167);
playsound(24, 22052, 0, 0, 0);
int &mcrap2 = create_sprite(100, 143, 7, 167, 1);
sp_seq(&mcrap2, 167);
sp_x(&current_sprite, 100);
sp_y(&current_sprite, 143);
}
if (&pap == 2)
{
int &mcrap = create_sprite(&wherex, &wherey, 7, 167, 1);
sp_seq(&mcrap, 167);
playsound(24, 22052, 0, 0, 0);
int &mcrap2 = create_sprite(429, 151, 7, 167, 1);
sp_seq(&mcrap2, 167);
sp_x(&current_sprite, 429);
sp_y(&current_sprite, 151);
}
if (&pap == 3)
{
int &mcrap = create_sprite(&wherex, &wherey, 7, 167, 1);
sp_seq(&mcrap, 167);
playsound(24, 22052, 0, 0, 0);
int &mcrap2 = create_sprite(288, 301, 7, 167, 1);
sp_seq(&mcrap2, 167);
sp_x(&current_sprite, 288);
sp_y(&current_sprite, 301);
}
}

}

void die( void )
{ int &hold = sp_editor_num(&current_sprite); if (&hold != 0) editor_type(&hold, 6);
&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","xlarge");

} There are more 2 "voids" at the script, Void target and Void Attack, but I guess that the problem isn´t at these "voids" so I didn´t posted here.