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Jul 16th, 2018
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  1. Shak
  2. name = "Shakkahou"
  3.  
  4. verb/Shakkahou()
  5. set category = "Combat"
  6. if(src.delayed == 0 && usr.canattack == 1 && usr.reiryoku >= 50-src.proficiency)
  7. var/tmp/chance = rand(1,50) + src.mastered
  8. if(chance < 50)
  9. usr << "You failed to use Shakkahou."
  10. src.delayed = 1
  11. var/tmp/delaytime = 100 - src.proficiency
  12. if(delaytime < 15)
  13. delaytime = 15
  14. spawn(delaytime)src.delayed = 0
  15. usr.reiryoku -= usr.maxreiryoku*0.35
  16. if(usr.reiryoku < 0)usr.reiryoku = 0
  17. src.mastery(10,usr)
  18. return
  19.  
  20. var/tmp/obj/shikai/projectile/Shak/Shakkahou/p = new/obj/shikai/projectile/Shak/Shakkahou
  21. if(src.mastered == 100)
  22. if((usr.reiatsu)*(usr.spiritpower/3) >= 50000)
  23. p.canblow = 1
  24. var/tmp/damagedone = 50-src.proficiency //damagedone controls reiryuoku drain on usr. More proficiency - less drain.
  25. if(damagedone < 10)
  26. damagedone = 10
  27. usr.reiryoku -= damagedone
  28. p.loc = usr
  29. p.user = usr
  30. p.damage = 1*src.proficiency
  31. src.mastery(10,usr)
  32. walk(p,usr.dir,usr.ProjectileSpeed())
  33. src.delayed = 1
  34. spawn(100)
  35. src.delayed = 0
  36. usr.statGain("rei", 0.1)
  37. usr.statGain("reir", 0.2)
  38. usr.statGain("spirpow", 0.05)
  39. sleep(30)
  40. if(p)
  41. del p
  42. else if(usr.reiryoku < 50-src.proficiency) usr << "Not enough Reiryoku!"
  43.  
  44.  
  45.  
  46.  
  47.  
  48.  
  49. Shakkahou
  50. icon = 'kidou.dmi'
  51. icon_state = "shak"
  52.  
  53. obj
  54. shikai
  55. projectile
  56. Bump(atom/a)
  57. walk(src,0)
  58.  
  59. if(istype(a,/mob))
  60. var/tmp/mob/m = a
  61. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  62.  
  63. var/tmp/image/i = image('kidou.dmi',icon_state = "pow")
  64. if(src.canblow == 1)
  65. for(var/tmp/mob/m in locate(src.x-1,src.y,src.z))
  66. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  67. new i(src.x-1,src.y,src.z)
  68.  
  69. for(var/tmp/mob/m in locate(src.x+1,src.y,src.z))
  70. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  71. new i(src.x-1,src.y,src.z)
  72. for(var/tmp/mob/m in locate(src.x,src.y-1,src.z))
  73. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  74. new i(src.x-1,src.y,src.z)
  75. for(var/tmp/mob/m in locate(src.x,src.y+1,src.z))
  76. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  77. new i(src.x-1,src.y,src.z)
  78. for(var/tmp/mob/m in locate(src.x-1,src.y-1,src.z))
  79. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  80. new i(src.x-1,src.y,src.z)
  81. for(var/tmp/mob/m in locate(src.x+1,src.y+1,src.z))
  82. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  83. new i(src.x-1,src.y,src.z)
  84. for(var/tmp/mob/m in locate(src.x-1,src.y+1,src.z))
  85. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  86. new i(src.x-1,src.y,src.z)
  87. for(var/tmp/mob/m in locate(src.x+1,src.y-1,src.z))
  88. spawn()m.Damage((((src.user.reiatsu*0.4)+(src.user.spiritpower/(8-src.proficiency)))*(src.mastered/100))*src.damage,a,src.user)
  89. new i(src.x-1,src.y,src.z)
  90.  
  91. i.dir = src.dir
  92. spawn(3)del i
  93. view() << "<font color = red>[a] gets blitzed by [src.user]'s [src]!"
  94. ..()
  95. del src
  96.  
  97. mob/Bump(atom/a)
  98. if(istype(a,/obj/shikai/projectile))
  99. call(a,Bump)(src)
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