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- //==========================
- //VARIABLES N SHIT YO
- //==========================
- randomize();
- draw_set_font(font0);
- dmg = 2.5;
- focusedelements = true;
- level = 0;
- maxlevel = 1000;
- tick = 0;
- lane_element[0] = "";
- lane_element[1] = "";
- lane_element[2] = "";
- lane_hp[0] = 0;
- lane_hp[1] = 0;
- lane_hp[2] = 0;
- element[0] = "fire";
- element[1] = "water";
- element[2] = "earth";
- element[3] = "air";
- player_element[0] = "fire"
- player_element[1] = "water";
- player_element[2] = "earth";
- player_element[3] = "air";
- player_lane[0] = -1
- player_lane[1] = -1
- player_lane[2] = -1
- player_lane[3] = -1
- player_damage[0] = 0;
- player_damage[1] = 0;
- player_damage[2] = 0;
- player_damage[3] = 0;
- //==========================
- //SIMULATION TICKING
- //==========================
- while (level <= maxlevel) {
- tick++;
- if (lane_hp[0] + lane_hp[1] + lane_hp[2] < 1) {
- show_debug_message("lanes below 1 hp");
- for (l = 0; l < 3; l++) {
- lane_element[l] = element[floor(random(4))];
- show_debug_message("lane " + string(l) + " element set to " + lane_element[l]);
- lane_hp[l] = 1000;
- }
- level++;
- }
- for (p = 0; p < 4; p++) {
- if (player_lane[p] == -1 || lane_hp[player_lane[p]] < 1) {
- show_debug_message("player " + element[p] + " has no lane or lane is dead");
- if (focusedelements) {
- for (l = 0; l < 3; l++) {
- if (player_element[p] == lane_element[l] && lane_hp[l] > 0) {
- player_lane[p] = l;
- show_debug_message("player " + element[p] + " set to lane " + string(l) + " (" + lane_element[l] + ")");
- break;
- }
- }
- }
- if (player_lane[p] == -1 || lane_hp[player_lane[p]] < 1) {
- for (l = 0; l < 3; l++) {
- if (lane_hp[l] > 0) {
- player_lane[p] = l;
- show_debug_message("player " + element[p] + " set to lane " + string(l) + " (" + lane_element[l] + ")");
- break;
- }
- }
- }
- }
- }
- for (p = 0; p < 4; p++) {
- if (focusedelements) {
- if (player_element[p] == lane_element[player_lane[p]]) {
- dmg = 7;
- }
- else {
- dmg = 1;
- }
- }
- var oldhp = lane_hp[player_lane[p]];
- var newhp = max(0, lane_hp[player_lane[p]] - dmg);
- dmg = oldhp - newhp;
- lane_hp[player_lane[p]] = newhp;
- player_damage[p] += dmg;
- }
- }
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