Reply to Re: sprite motion help!!!
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I've got that kind of script. Just make this a script:
====
void main(void)
{
int &knight = create_sprite(640, 0, 0, 290, 1);
freeze(&knight);
sp_dir(&knight, 1);
sp_base_walk(&knight, 290);
sp_speed(&knight, 2);
sp_target(&knight, 1);
wait(200);
say_stop("`7Bla bla bla bla bla bla bla.", &knight);
wait(200);
stopmidi();
playmidi("(mid).mid");
sp_script(&knight, "knight");
screenlock(1);
unfreeze(1);
unfreeze(&knight);
}
====
Then attach it to some inanimate object. You won't need the knight sprite(heh, rhymes!) for this script. Then you put this in the knight script:
====
/Normal soldier(quite easy)
void main( void )
{
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 2);
sp_distance(¤t_sprite, 40);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 60);
sp_base_walk(¤t_sprite, 290);
sp_base_attack(¤t_sprite, 720);
sp_defense(¤t_sprite, 1);
sp_strength(¤t_sprite, 8);
sp_touch_damage(¤t_sprite, 2);
sp_hitpoints(¤t_sprite, 40);
sp_target(¤t_sprite, 1);
preload_seq(291);
preload_seq(293);
preload_seq(295);
preload_seq(297);
preload_seq(299);
preload_seq(722);
preload_seq(724);
preload_seq(726);
preload_seq(728);
}
void hit( void )
{
say("`7Why you little...", ¤t_sprite);
sp_target(¤t_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
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");
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
screenlock(0);
}
}
void attack( void )
{
playsound(8,8000,0,¤t_sprite,0);
say("`7DIE!!", ¤t_sprite);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
}
====
You can customise it a bit if you want.
====
void main(void)
{
int &knight = create_sprite(640, 0, 0, 290, 1);
freeze(&knight);
sp_dir(&knight, 1);
sp_base_walk(&knight, 290);
sp_speed(&knight, 2);
sp_target(&knight, 1);
wait(200);
say_stop("`7Bla bla bla bla bla bla bla.", &knight);
wait(200);
stopmidi();
playmidi("(mid).mid");
sp_script(&knight, "knight");
screenlock(1);
unfreeze(1);
unfreeze(&knight);
}
====
Then attach it to some inanimate object. You won't need the knight sprite(heh, rhymes!) for this script. Then you put this in the knight script:
====
/Normal soldier(quite easy)
void main( void )
{
screenlock(1);
int &mcounter;
sp_brain(¤t_sprite, 9);
sp_speed(¤t_sprite, 2);
sp_distance(¤t_sprite, 40);
sp_timing(¤t_sprite, 33);
sp_exp(¤t_sprite, 60);
sp_base_walk(¤t_sprite, 290);
sp_base_attack(¤t_sprite, 720);
sp_defense(¤t_sprite, 1);
sp_strength(¤t_sprite, 8);
sp_touch_damage(¤t_sprite, 2);
sp_hitpoints(¤t_sprite, 40);
sp_target(¤t_sprite, 1);
preload_seq(291);
preload_seq(293);
preload_seq(295);
preload_seq(297);
preload_seq(299);
preload_seq(722);
preload_seq(724);
preload_seq(726);
preload_seq(728);
}
void hit( void )
{
say("`7Why you little...", ¤t_sprite);
sp_target(¤t_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
}
void die( void )
{
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");
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
screenlock(0);
}
}
void attack( void )
{
playsound(8,8000,0,¤t_sprite,0);
say("`7DIE!!", ¤t_sprite);
&mcounter = random(4000,0);
sp_attack_wait(¤t_sprite, &mcounter);
}
====
You can customise it a bit if you want.






