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- //CHECK
- obj
- var
- tmp/notenemy = 0
- mob
- shinigaminormal
- name = "{NPC}Shinigami"
- icon = 'shinigamis.dmi'
- icon_state = "normal"
- enemy = 1
- health = 5000000
- attack = 1530500
- defence = 5000000
- reiatsu = 15000
- healthgain = 10000
- reigain = 1000
- strgain = 4000
- defgain = 4000
- reipgain = 3000
- expgain = 30000
- spawntime = 100
- soulfragments = 15000
- soulfragmentswas = 15000
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0&&M.Gowner != src)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race != "Vaizard"||M.hollowprotection&&M.race != "Hollow"||M.hollowprotection&&M.race != "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,10)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- view(8) << "<b>[src]: Destruction Spell No.31! Shakkahou!"
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/shakkahou(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- view(8) << "<b>[src]: Destruction Spell No.31! Shakkahou!"
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/shakkahou(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(50)
- src.ceroc = 0
- spawn(3)
- goto serp
- mob
- meno
- name = "{NPC}Menos Grande"
- icon = 'meno.dmi'
- icon_state = ""
- enemy = 1
- health = 100000000
- attack = 3540500
- defence = 5000000
- reiatsu = 2500000
- healthwas = 21000
- healthgain = 15000
- reigain = 2000
- strgain = 5000
- defgain = 4000
- reipgain = 5000
- expgain = 75000
- spawntime = 150
- soulfragments = 20000
- soulfragmentswas = 20000
- New()
- src.overlays += /obj/menos2
- src.overlays += /obj/menos3
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0&&M.Gowner != src)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race == "Hollow"||M.hollowprotection&&M.race == "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,10)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- spawn(4)
- goto serp
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- mob
- hollowdemi
- name = "{NPC}Demi Hollow"
- icon = 'hollowdemi.dmi'
- icon_state = ""
- enemy = 1
- health = 10
- attack = 10
- defence = 0
- healthwas = 600
- healthgain = 10000
- reigain = 1000
- strgain = 1000
- defgain = 1000
- reipgain = 1000
- expgain = 10000
- spawntime = 60
- soulfragments = 1000
- soulfragmentswas = 1000
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race == "Hollow"||M.hollowprotection&&M.race == "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- spawn(3)
- goto serp
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- mob
- hollow
- name = "{NPC}Hollow"
- icon = 'hollow.dmi'
- icon_state = ""
- enemy = 1
- health = 2500000
- attack = 105000
- defence = 500100
- reiatsu = 300000
- healthwas = 1800
- healthgain = 5000
- reigain = 1000
- strgain = 1000
- defgain = 3000
- reipgain = 3000
- expgain = 15000
- spawntime = 200
- soulfragments = 2500
- soulfragmentswas = 2500
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race == "Hollow"||M.hollowprotection&&M.race == "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,25)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- spawn(3)
- goto serp
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- mob
- var
- tmp/fighting = 0
- obj
- menos2
- icon = 'meno.dmi'
- icon_state = "1"
- pixel_y = 32
- layer = 5000
- obj
- menos3
- icon = 'meno.dmi'
- icon_state = "2"
- pixel_y = 64
- layer = 5000
- obj
- strong1
- icon = 'hollowstrong.dmi'
- icon_state = "downleft"
- pixel_x = -32
- layer = 5000
- obj
- strong2
- icon = 'hollowstrong.dmi'
- icon_state = "downright"
- pixel_x = 32
- layer = 5000
- obj
- strong3
- icon = 'hollowstrong.dmi'
- icon_state = "up"
- pixel_y = 32
- layer = 5000
- obj
- strong4
- icon = 'hollowstrong.dmi'
- icon_state = "upright"
- pixel_y = 32
- pixel_x = 32
- layer = 5000
- obj
- strong5
- icon = 'hollowstrong.dmi'
- icon_state = "upleft"
- pixel_y = 32
- pixel_x = -32
- layer = 5000
- mob
- var
- var/ceroc = 0
- mob
- stronghollow
- name = "{NPC}Strong Hollow"
- icon = 'hollowstrong.dmi'
- icon_state = ""
- enemy = 1
- health = 12500000
- attack = 100000
- defence = 1750000
- reiatsu = 7000000
- healthwas = 5000
- healthgain = 10000
- reigain = 1000
- strgain = 4000
- defgain = 1400
- reipgain = 3000
- expgain = 45000
- spawntime = 240
- soulfragments = 5000
- soulfragmentswas = 5000
- New()
- src.overlays += /obj/strong1
- src.overlays += /obj/strong2
- src.overlays += /obj/strong3
- src.overlays += /obj/strong4
- src.overlays += /obj/strong5
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race == "Hollow"||M.hollowprotection&&M.race == "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,10)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- spawn(4)
- goto serp
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- mob
- var
- tmp/vailast = 0
- mob
- arrancar1
- name = "{NPC}Numero Arrancar"
- icon = 'hollowarrancar.dmi'
- icon_state = ""
- enemy = 1
- rundelay = 0
- health = 10000000000
- attack = 10000000
- defence = 5000000000
- reiatsu = 290000000
- healthwas = 28000
- healthgain = 25000
- reigain = 11500
- strgain = 19000
- defgain = 19000
- reipgain = 19000
- expgain = 100000
- spawntime = 500
- soulfragments = 50000
- soulfragmentswas = 50000
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race == "Hollow"||M.hollowprotection&&M.race == "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,7)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- spawn(2)
- goto serp
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- mob
- shinigamilieu
- name = "{NPC}Shinigami Lieutenant"
- icon = 'shinigamis.dmi'
- icon_state = "lieu"
- enemy = 1
- rundelay = 0
- health = 100000000
- attack = 16500000
- defence = 16500000
- reiatsu = 35000000
- spawntime = 500
- healthwas = 2000
- healthgain = 2000
- reigain = 2000
- strgain = 2000
- defgain = 1500
- reipgain = 5000
- expgain = 40000
- soulfragments = 32500
- soulfragmentswas = 32500
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0&&M.Gowner != src)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race != "Vaizard"||M.hollowprotection&&M.race != "Hollow"||M.hollowprotection&&M.race != "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,10)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- view(8) << "<b>[src]: Destruction Spell No.33! Soukatsui!"
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/soukatsui(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- view(8) << "<b>[src]: Destruction Spell No.33! Soukatsui!"
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/soukatsui(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(50)
- src.ceroc = 0
- spawn(3)
- goto serp
- mob
- shinigamicaptain
- name = "{NPC}Shinigami Captain"
- icon = 'shinigamis.dmi'
- icon_state = "captain"
- enemy = 1
- rundelay = 0
- health = 6500000000
- attack = 300150000
- defence = 108000000
- reiatsu = 100000
- spawntime = 100
- healthwas = 65000
- healthgain = 25000
- reigain = 15000
- strgain = 9000
- defgain = 5000
- reipgain = 10000
- expgain = 125000
- soulfragments = 150000
- soulfragmentswas = 150000
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0&&M.Gowner != src)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race != "Vaizard"||M.hollowprotection&&M.race != "Hollow"||M.hollowprotection&&M.race != "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,10)
- if(src.random == 1)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/crack(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(10)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/crack(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(10)
- src.ceroc = 0
- spawn(3)
- goto serp
- mob
- var
- tmp/vert = 0
- obj
- ccharge
- icon = 'cerocharge.dmi'
- layer = 100
- zer = 1
- New()
- spawn(8)
- del src
- mob
- arrancar2
- name = "{NPC}Espada Arrancar"
- icon = 'hollowarrancars.dmi'
- icon_state = ""
- enemy = 1
- rundelay = 0
- health = 10000000000000
- attack = 10000000
- defence = 50000000000
- reiatsu = 145000000
- healthwas = 70000
- expgain = 1000000
- healthgain = 1000000
- reigain = 200000
- strgain = 200000
- defgain = 200000
- reipgain = 2000
- spawntime = 160
- soulfragments = 500000
- soulfragmentswas = 500000
- New()
- src.oldspot = src.loc
- serp
- for(var/obj/M in oview(2))
- if(M.zer == 0)
- step_away(src,M)
- for(var/mob/zabimaru/M in oview(1))
- step_away(src,M)
- for(var/mob/M in oview(10))
- if(M.enemy||M.npc||M.ispedal||M.hollowprotection&&M.race == "Hollow"||M.hollowprotection&&M.race == "Arrancar")
- M.health += 0
- else
- step_towards(src,M)
- src.random = rand(1,6)
- if(src.random == 1)
- view(src,8) << "<b><font color = red>[src]: Cero!"
- var/WE = new/obj/ccharge(src.loc)
- WE:dir = src.dir
- sleep(8)
- if(src.x == M.x)
- if(!src.ceroc)
- src.ceroc = 1
- if(src.y > M.y)
- src.dir = SOUTH
- if(src.y < M.y)
- src.dir = NORTH
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- if(src.y == M.y)
- if(!src.ceroc)
- src.ceroc = 1
- M.moving = 0
- if(src.x > M.x)
- src.dir = WEST
- if(src.x < M.x)
- src.dir = EAST
- var/K = new/obj/cero(usr.loc)
- K:Gowner = usr
- K:dir = usr.dir
- walk(K,usr.dir)
- spawn(45)
- src.ceroc = 0
- spawn(1)
- goto serp
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- P.Death(src)
- src.frozen = 1
- sleep(10)
- src.frozen = 0
- mob
- hitchigo
- name = "{NPC}Inner Hollow"
- icon = 'ichigohollow.dmi'
- icon_state = ""
- vailast = 1
- health = 100000000
- attack = 10000000
- defence = 50000000
- rundelay = 0
- New()
- src.hitchigo()
- Bump(mob/M)
- ..()
- var/mob/P = M
- if(src.fighting)
- return
- if(istype(M,/mob/))
- if(M.enemy)
- return
- if(M.ispedal)
- return
- var/damage = rand(src.attack / 2,src.attack)-M.defence / 2
- if(damage < 1)
- damage = 1
- P.health -= damage
- view(src,8) << output("<b><font color = red>[src] attacked [P] for [damage] damage!","gametext")
- flick("spin",src)
- if(damage > 1)
- P.mdefence += rand(0,6)
- P.defence += rand(0,6)
- else
- P.mdefence += rand(0,3)
- P.defence += rand(0,3)
- P.Death(src)
- src.fighting = 1
- sleep(10)
- src.fighting = 0
- mob
- proc
- hitchigo()
- gar
- src.random = rand(1,10)
- if(src.random == 2||src.random == 3)
- for(var/mob/M in oview(20))
- step_towards(src,M)
- sleep(1)
- step_towards(src,M)
- sleep(1)
- step_towards(src,M)
- sleep(1)
- step_towards(src,M)
- sleep(1)
- step_towards(src,M)
- sleep(1)
- step_towards(src,M)
- if(src.random == 5||src.random == 6)
- if(src.dir == NORTH)
- var/obj/yaiba/A = new /obj/yaiba/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba1/C = new /obj/yaiba1/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y, src.z)
- C.loc = locate(src.x+1, src.y, src.z)
- B.loc = locate(src.x-1, src.y, src.z)
- A.dir = NORTH
- B.dir = NORTH
- C.dir = NORTH
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,NORTH)
- walk(C,NORTH)
- walk(B,NORTH)
- if(src.dir == SOUTH)
- var/obj/yaiba/A = new /obj/yaiba/
- var/obj/yaiba1/B = new /obj/yaiba1/
- var/obj/yaiba2/C = new /obj/yaiba2/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y, src.z)
- C.loc = locate(src.x+1, src.y, src.z)
- B.loc = locate(src.x-1, src.y, src.z)
- A.dir = SOUTH
- B.dir = SOUTH
- C.dir = SOUTH
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,SOUTH)
- walk(C,SOUTH)
- walk(B,SOUTH)
- if(src.dir == WEST)
- var/obj/yaiba1/A = new /obj/yaiba1/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba/C = new /obj/yaiba/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y+1, src.z)
- C.loc = locate(src.x, src.y, src.z)
- B.loc = locate(src.x, src.y-1, src.z)
- A.dir = WEST
- B.dir = WEST
- C.dir = WEST
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,WEST)
- walk(C,WEST)
- walk(B,WEST)
- if(src.dir == EAST)
- var/obj/yaiba1/A = new /obj/yaiba1/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba/C = new /obj/yaiba/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y-1, src.z)
- C.loc = locate(src.x, src.y, src.z)
- B.loc = locate(src.x, src.y+1, src.z)
- A.dir = EAST
- B.dir = EAST
- C.dir = EAST
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,EAST)
- walk(C,EAST)
- walk(B,EAST)
- if(src.random == 7)
- if(src.dir == NORTH)
- var/obj/yaiba/A = new /obj/yaiba/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba1/C = new /obj/yaiba1/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y, src.z)
- C.loc = locate(src.x+1, src.y, src.z)
- B.loc = locate(src.x-1, src.y, src.z)
- A.dir = NORTH
- B.dir = NORTH
- C.dir = NORTH
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,NORTH)
- walk(C,NORTH)
- walk(B,NORTH)
- if(src.dir == SOUTH)
- var/obj/yaiba/A = new /obj/yaiba/
- var/obj/yaiba1/B = new /obj/yaiba1/
- var/obj/yaiba2/C = new /obj/yaiba2/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y, src.z)
- C.loc = locate(src.x+1, src.y, src.z)
- B.loc = locate(src.x-1, src.y, src.z)
- A.dir = SOUTH
- B.dir = SOUTH
- C.dir = SOUTH
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,SOUTH)
- walk(C,SOUTH)
- walk(B,SOUTH)
- if(src.dir == WEST)
- var/obj/yaiba1/A = new /obj/yaiba1/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba/C = new /obj/yaiba/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y+1, src.z)
- C.loc = locate(src.x, src.y, src.z)
- B.loc = locate(src.x, src.y-1, src.z)
- A.dir = WEST
- B.dir = WEST
- C.dir = WEST
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,WEST)
- walk(C,WEST)
- walk(B,WEST)
- if(src.dir == EAST)
- var/obj/yaiba1/A = new /obj/yaiba1/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba/C = new /obj/yaiba/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y-1, src.z)
- C.loc = locate(src.x, src.y, src.z)
- B.loc = locate(src.x, src.y+1, src.z)
- A.dir = EAST
- B.dir = EAST
- C.dir = EAST
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,EAST)
- walk(C,EAST)
- walk(B,EAST)
- for(var/mob/M in oview(50))
- src.loc = M.loc
- step(src,rand(1.10))
- sleep(1)
- step(M,M.dir)
- sleep(1)
- step(M,M.dir)
- sleep(1)
- src.dir = src.dir
- if(src.dir == NORTH)
- var/obj/yaiba/A = new /obj/yaiba/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba1/C = new /obj/yaiba1/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y, src.z)
- C.loc = locate(src.x+1, src.y, src.z)
- B.loc = locate(src.x-1, src.y, src.z)
- A.dir = NORTH
- B.dir = NORTH
- C.dir = NORTH
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,NORTH)
- walk(C,NORTH)
- walk(B,NORTH)
- if(src.dir == SOUTH)
- var/obj/yaiba/A = new /obj/yaiba/
- var/obj/yaiba1/B = new /obj/yaiba1/
- var/obj/yaiba2/C = new /obj/yaiba2/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y, src.z)
- C.loc = locate(src.x+1, src.y, src.z)
- B.loc = locate(src.x-1, src.y, src.z)
- A.dir = SOUTH
- B.dir = SOUTH
- C.dir = SOUTH
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,SOUTH)
- walk(C,SOUTH)
- walk(B,SOUTH)
- if(src.dir == WEST)
- var/obj/yaiba1/A = new /obj/yaiba1/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba/C = new /obj/yaiba/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y+1, src.z)
- C.loc = locate(src.x, src.y, src.z)
- B.loc = locate(src.x, src.y-1, src.z)
- A.dir = WEST
- B.dir = WEST
- C.dir = WEST
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,WEST)
- walk(C,WEST)
- walk(B,WEST)
- if(src.dir == EAST)
- var/obj/yaiba1/A = new /obj/yaiba1/
- var/obj/yaiba2/B = new /obj/yaiba2/
- var/obj/yaiba/C = new /obj/yaiba/
- A.icon = 'getsugablack.dmi'
- B.icon = 'getsugablack.dmi'
- C.icon = 'getsugablack.dmi'
- A.loc = locate(src.x, src.y-1, src.z)
- C.loc = locate(src.x, src.y, src.z)
- B.loc = locate(src.x, src.y+1, src.z)
- A.dir = EAST
- B.dir = EAST
- C.dir = EAST
- A.Gowner = src
- B.Gowner = src
- C.Gowner = src
- walk(A,EAST)
- walk(C,EAST)
- walk(B,EAST)
- if(src.random == 8)
- step(src,rand(1,10))
- sleep(1)
- step(src,rand(1,10))
- sleep(1)
- step(src,rand(1,10))
- sleep(1)
- step(src,rand(1,10))
- if(src.random == 9)
- for(var/mob/M in oview(100))
- src.loc = M.loc
- if(src.random == 10)
- src.icon_state = "spin"
- view(src) << "<b>Inner Spirit: Once i kill you, Ill take control and be free!"
- sleep(10)
- for(var/mob/M in oview(2))
- M.health -= 5500
- view(usr,8) << output("<b><font color = red>[src] attacked [M] for 5500 damage!","gametext")
- M.Death(src)
- sleep(10)
- src.icon_state = ""
- spawn(5)
- goto gar
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