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Ok, Im still making the script, but im just finished adjusting it, so that the script size will be a LOT smaller
NEW SCRIPT:
//Here it goes 04 01 2002 0206 dd mm yyyy tttt
Void main(void)
{
int &creasu;
int &waste;
//first lets check out the current sprite brain
if (&eselect = 131)
{
//PILLBUG
&lselect * 100;
&creasu = &lselect;
&creasu += 1;
&lselect / 100;
&lselect * 3;
sp_hitpoints(&current_sprite, &lselect);
&lselect / 3;
say_stop("YOUR TURN", 1);
goto begin;
}
if (&eselect = 531)
{
//BONCA
&lselect * 100;
&creasu = &lselect;
&creasu += 2;
&lselect / 100;
&lselect * 3;
sp_hitpoints(&current_sprite, &lselect);
&lselect / 3;
say_stop("YOUR TURN", 1);
goto begin;
}
if (&eselect = 641)
{
//SLAYER
&lselect * 100;
&creasu = &lselect;
&creasu += 3;
&lselect / 100;
&lselect * 3;
sp_hitpoints(&current_sprite, &lselect);
&lselect / 3;
say_stop("YOUR TURN", 1);
goto begin;
}
//Some simple monster id data
begin:
freeze(&current_sprite);
sp_target(&current_sprite, 1);
sp_speed(&current_sprite, 4);
sp_timing(&current_sprite, 0);
int &bws;
int &checker;
int &bob;
&bws = &eselect;
&bws - 1;
sp_base_walk(&current_sprite, &bws);
//End of simple data
//The battle menu
fightstart:
choice_start();
"Attack with current item"
"Attack with magic"
"Use healing potion"
choice_end();
if (&result = 1)
{
//DINK ATTACKS
//Which weapon is used
&checker = compare_weapon("item-b1");
if (&checker = 1)
{
//DINK ATTACKS
sp_seq(1, 106);
sp_frame(1, 1);
wait(250);
sp_frame(1, 2);
wait(250);
sp_frame(1, 3);
wait(250);
sp_frame(1, 4);
wait(250);
sp_frame(1, 5);
wait(250);
sp_frame(1, 6);
wait(250);
&bob = create_sprite(155, 205, 0, 25, 6);
sp_seq(1, 16);
sp_speed(&bob, 5);
sp_timing(&bob, 0);
move_stop(&bob, 6, 510, 1);
sp_nodraw(&bob, 1);
sp_kill(&bob, 100);
hurt(&current_sprite, &strength);
say_stop("YOUR TURN", &current_sprite);
goto fightstart;
}
if (&checker = 0)
{
//DINK ATTACKS
move_stop(1, 6, 510, 1);
sp_seq(1, 106);
sp_frame(1, 1);
wait(250);
sp_frame(1, 2);
wait(250);
sp_frame(1, 3);
wait(250);
sp_frame(1, 4);
wait(250);
sp_frame(1, 5);
wait(250);
sp_frame(1, 6);
wait(250);
move_stop(1, 4, 150, 1);
sp_dir(1, 6);
sp_seq(1, 16);
hurt(&current_sprite, &strength);
say_stop("YOUR TURN", &current_sprite);
goto fightstart;
}
}
if (&result = 2)
{
&creasu = 201;
sp_hitpoints(&current_sprite, 7);
say_stop("YOUR TURN", 1);
goto begin;
}
if (&result = 3)
{
&creasu = 301;
sp_hitpoints(&current_sprite, 10);
say_stop("YOUR TURN", 1);
goto begin;
}
if (&result = 4)
{
&creasu = 401;
sp_hitpoints(&current_sprite, 13);
say_stop("YOUR TURN",1 );
goto begin;
}
void die(void)
{
}
NEW SCRIPT:
//Here it goes 04 01 2002 0206 dd mm yyyy tttt
Void main(void)
{
int &creasu;
int &waste;
//first lets check out the current sprite brain
if (&eselect = 131)
{
//PILLBUG
&lselect * 100;
&creasu = &lselect;
&creasu += 1;
&lselect / 100;
&lselect * 3;
sp_hitpoints(&current_sprite, &lselect);
&lselect / 3;
say_stop("YOUR TURN", 1);
goto begin;
}
if (&eselect = 531)
{
//BONCA
&lselect * 100;
&creasu = &lselect;
&creasu += 2;
&lselect / 100;
&lselect * 3;
sp_hitpoints(&current_sprite, &lselect);
&lselect / 3;
say_stop("YOUR TURN", 1);
goto begin;
}
if (&eselect = 641)
{
//SLAYER
&lselect * 100;
&creasu = &lselect;
&creasu += 3;
&lselect / 100;
&lselect * 3;
sp_hitpoints(&current_sprite, &lselect);
&lselect / 3;
say_stop("YOUR TURN", 1);
goto begin;
}
//Some simple monster id data
begin:
freeze(&current_sprite);
sp_target(&current_sprite, 1);
sp_speed(&current_sprite, 4);
sp_timing(&current_sprite, 0);
int &bws;
int &checker;
int &bob;
&bws = &eselect;
&bws - 1;
sp_base_walk(&current_sprite, &bws);
//End of simple data
//The battle menu
fightstart:
choice_start();
"Attack with current item"
"Attack with magic"
"Use healing potion"
choice_end();
if (&result = 1)
{
//DINK ATTACKS
//Which weapon is used
&checker = compare_weapon("item-b1");
if (&checker = 1)
{
//DINK ATTACKS
sp_seq(1, 106);
sp_frame(1, 1);
wait(250);
sp_frame(1, 2);
wait(250);
sp_frame(1, 3);
wait(250);
sp_frame(1, 4);
wait(250);
sp_frame(1, 5);
wait(250);
sp_frame(1, 6);
wait(250);
&bob = create_sprite(155, 205, 0, 25, 6);
sp_seq(1, 16);
sp_speed(&bob, 5);
sp_timing(&bob, 0);
move_stop(&bob, 6, 510, 1);
sp_nodraw(&bob, 1);
sp_kill(&bob, 100);
hurt(&current_sprite, &strength);
say_stop("YOUR TURN", &current_sprite);
goto fightstart;
}
if (&checker = 0)
{
//DINK ATTACKS
move_stop(1, 6, 510, 1);
sp_seq(1, 106);
sp_frame(1, 1);
wait(250);
sp_frame(1, 2);
wait(250);
sp_frame(1, 3);
wait(250);
sp_frame(1, 4);
wait(250);
sp_frame(1, 5);
wait(250);
sp_frame(1, 6);
wait(250);
move_stop(1, 4, 150, 1);
sp_dir(1, 6);
sp_seq(1, 16);
hurt(&current_sprite, &strength);
say_stop("YOUR TURN", &current_sprite);
goto fightstart;
}
}
if (&result = 2)
{
&creasu = 201;
sp_hitpoints(&current_sprite, 7);
say_stop("YOUR TURN", 1);
goto begin;
}
if (&result = 3)
{
&creasu = 301;
sp_hitpoints(&current_sprite, 10);
say_stop("YOUR TURN", 1);
goto begin;
}
if (&result = 4)
{
&creasu = 401;
sp_hitpoints(&current_sprite, 13);
say_stop("YOUR TURN",1 );
goto begin;
}
void die(void)
{
}