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- mob
- var
- zab = 0
- mob
- var
- strgain
- defgain
- reigain
- reipgain
- healthgain
- healthwas
- expgain
- spawntime
- mob
- proc
- Death(mob/M)
- if(!src||!M) //if there isn't a source or M after it's called(by logging out for instance)
- return //cancel
- if(src.npc||src.ispedal||src.safe||src.zab) //if src is a npc, a pedal, safe or a zabimaruobject
- src.health = src.mhealth //set their hp back to full
- if(src.vailast&&src.health <= 0&&src.race == "Shinigami") //standard vai check, no idea
- src.vaizardTest() //this is where the vaizard code used to be. It's now in a seperate proc in this code file
- if(src.enemy) //if src is an enemy
- M.hollowprotection = 0 //set hollow protection of attacker/killer to 0
- if(src.health<=0) //if src has less than or equal to 0 hp
- src.health = src.healthwas //set hp to hpwas
- for(var/mob/M2 in oview(10)) //for every mob in a view of 10 from the src
- if(M2.in_team) //if a move in a view of 10 is in a team
- if(M2.teamid == M.teamid) //if that team is equal to the team of the attacker/killer
- M2.mhealth += round(src.healthgain/4)
- M2.mrei += round(src.reigain/4)
- M2.mdefence += round(src.defgain/4)
- M2.mattack += round(src.strgain/4)
- M2.mreiatsu += round(src.reipgain/4)
- M2.exp += round(src.expgain/4)
- M2.attack = M2.mattack
- M2.defence = M2.mdefence
- M2.reiatsu = M2.mreiatsu
- M2.levelup()
- M2 << output("<b>[M] has defeated a [src]! You gained [src.expgain/4] experience!","gametext")
- M2.skill()
- if(M.in_team) //if the attacker/killer is a team
- M.mhealth += round(src.healthgain/2)
- M.mrei += round(src.reigain/2)
- M.mdefence += round(src.defgain/2)
- M.mattack += round(src.strgain/2)
- M.mreiatsu += round(src.reipgain/2)
- M.exp += round(src.expgain/2)
- M.attack = M.mattack
- M.defence = M.mdefence
- M.reiatsu = M.mreiatsu
- M << output("<b>You have defeated a [src]! You gained [src.expgain/2] experience!","gametext")
- M.levelup()
- M.skill()
- else
- M.mhealth += src.healthgain
- M.mrei += src.reigain
- M.mdefence += src.defgain
- M.mattack += src.strgain
- M.mreiatsu += src.reipgain
- M.exp += src.expgain
- M.attack = M.mattack
- M.defence = M.mdefence
- M.reiatsu = M.mreiatsu
- M.levelup()
- M.skill()
- M << output("<b>You have defeated a [src]! You gained [src.expgain] experience!</b>","gametext")
- if(src.soulfragments>0)
- M.soulfragments += src.soulfragments
- src.soulfragments = src.soulfragmentswas
- M << output("<b>You pick up [src.soulfragments] soul fragments.</b>","gametext")
- src.loc = locate(0,0,0)
- spawn(src.spawntime*10)
- src.loc = src.oldspot
- return
- if(src.health <= 0) //from here it's what happens if the src is a player
- src.overlays -= 'sword.dmi'
- src.inbankai = 0
- src.inshikai = 0
- src.verbs -= /mob/renji/verb/Higa_Zekkou
- src.seeleuse = 0
- src.overlays -= 'rikujoukourou.dmi'
- src.overlays -= 'rukiashikai.dmi'
- src.overlays -= 'rukiabankai.dmi'
- src.flashstep = 1
- src.bowon = 0
- src.rundelay = 2
- src.renjishikai = 0
- src.retract = 0
- src.controlbug = 0
- src.kirashi = 0
- src.overlays -= 'hinamorishikai.dmi'
- src.overlays -= 'hinamorishikai.dmi'
- src.overlays -= 'ichigobankaiclothes.dmi'
- src.renjibankai = 0
- src.hitsugayabankai = 0
- src.ikkakushikai = 0
- src.overlays -= /obj/ikkaku1
- src.overlays -= /obj/ikkaku2
- src.overlays -= /obj/ikkaku3
- src.overlays -= /obj/ikkaku4
- src.overlays -= /obj/ikkaku5
- src.inoueshield = 0
- src.overlays -= /obj/ikkaku6
- src.overlays -= /obj/ikkaku7
- src.overlays -= /obj/ikkaku8
- src.overlays -= /obj/ikkaku9
- src.overlays -= 'mayurishikai.dmi'
- src.overlays -= /obj/mayuri1
- src.overlays -= /obj/mayuri2
- src.overlays -= /obj/mayuri3
- src.overlays -=/obj/seele1
- src.overlays -=/obj/seele2
- src.overlays -=/obj/seele3
- src.verbs -= /mob/byaku/verb/Scene_of_Massacre
- src.overlays -=/obj/seele4
- src.overlays -=/obj/seele5
- src.overlays -=/obj/seele1
- src.seele = 0
- src.overlays -=/obj/seele2
- src.verbs -= new /mob/kido/verb/Power_Burst()
- src.overlays -=/obj/seele3
- src.overlays -=/obj/seele4
- src.overlays -=/obj/seele5
- src.overlays -=/obj/seele1
- src.overlays -=/obj/seele2
- src.overlays -= 'byakuyabankaisword.dmi'
- src.overlays -= 'byakuyabankaisword.dmi'
- src.overlays -= 'byakuyabankaisword.dmi'
- src.overlays -=/obj/seele3
- src.overlays -=/obj/seele4
- src.overlays -=/obj/seele5
- src.overlays -= /obj/mayuri4
- src.overlays -= /obj/mayuri5
- src.underlays -= /obj/mayuri6
- src.overlays -= /obj/bankai1
- src.overlays -= /obj/bankai2
- src.overlays -= 'bountowindsword.dmi'
- src.overlays -= 'bountowindsword2.dmi'
- src.overlays -= /obj/bankai3
- src.overlays -= /obj/bankai4
- src.ikkakubankai = 0
- src.overlays -= /obj/bankai5
- src.overlays -= /obj/bankai6
- src.attack = src.mattack
- src.defence = src.mdefence
- src.overlays -= 'ichigobankai.dmi'
- src.overlays -= 'ichigobankai.dmi'
- src.overlays -= 'kirashikaiun.dmi'
- src.overlays -= 'kirashikai.dmi'
- src.overlays -= 'vaizard.dmi'
- src.icon_state = ""
- src.overlays -= 'quincybow.dmi'
- src.verbs -= /mob/yumichika/verb/Cyclone_Slash
- src.overlays -= 'quincybow2.dmi'
- src.overlays -= 'quincybow.dmi'
- src.overlays -= 'quincyfinal.dmi'
- src.overlays -= 'chadarm.dmi'
- src.overlays -= 'byakuyashikaisword.dmi'
- src.overlays -= 'chadarm2.dmi'
- for(var/obj/byakublade/Ma in world)
- if(Ma.owner == src)
- del Ma
- src.overlays -= 'chadarm3.dmi'
- src.overlays -= 'quincyfinalwing.dmi'
- src.overlays -= 'quincybow3.dmi'
- src.overlays -= /obj/wing1
- src.overlays -= 'renjishikai.dmi'
- src.overlays -= 'ichigoshikai.dmi'
- src.overlays -= 'zarakishikai.dmi'
- src.hollowprotection = 1
- if(src.race == "Bount")
- src.overlays -= /obj/faura1
- src.overlays -= /obj/faura2
- src.overlays -= /obj/faura3
- src.overlays -= /obj/faura4
- src.overlays -= /obj/faura5
- src.overlays -= /obj/faura6
- src.overlays -= /obj/faura7
- src.overlays -= /obj/faura8
- src.overlays -= /obj/maura1
- src.overlays -= 'bountoyoshi.dmi'
- src.overlays -= /obj/maura2
- src.overlays -= /obj/maura3
- src.overlays -= /obj/maura4
- src.overlays -= /obj/maura5
- src.overlays -= /obj/maura6
- src.overlays -= /obj/maura7
- src.overlays -= /obj/maura8
- src.underlays -= 'bountometal.dmi'
- src.underlays -= 'bountofire.dmi'
- src.icon = 'base.dmi'
- src.verbs -= /mob/yoshi/verb/Life_Shaver
- src.verbs -= /mob/getsuga/verb/getsuga2
- src.verbs -= /mob/fire/verb/Fire_Ball
- src.verbs -= /mob/metal/verb/Metal_Ball
- src.overlays -= 'ichigoshikai.dmi'
- src.overlays -= 'renjishikai.dmi'
- src.overlays -= /obj/menos2
- src.overlays -= /obj/menos3
- src.armon = 0
- src.overlays -= /obj/menos2
- src.overlays -= /obj/menos3
- src.overlays -= /obj/strong1
- src.overlays -= /obj/strong2
- src.overlays -= /obj/strong3
- src.overlays -= /obj/strong4
- walk(src,0)
- src.overlays -= /obj/strong5
- src.overlays -= /obj/strong1
- src.overlays -= /obj/strong2
- src.inran = 0
- src.overlays -= 'silvergritz.dmi'
- src.overlays -= /obj/strong3
- src.overlays -= /obj/strong4
- src.overlays -= 'yumichikashikai.dmi'
- src.overlays -= 'yumichikashikaiun.dmi'
- src.rundelay = 2
- src.chadref = 0
- src.overlays -= /obj/strong5
- src.verbs -= new /mob/hitsu/verb/shoot()
- src.verbs -= new /mob/chad/verb/Power_Blast()
- src.verbs -= new /mob/chad/verb/El_Directo()
- src.verbs -= new /mob/rukia/verb/shoot()
- for(var/mob/pedals/A in world)
- if(A.owner == src)
- del(A)
- for(var/mob/zabimaru/A in world)
- if(A.owner == src)
- del(A)
- if(src.race == "Arrancar")
- src.rundelay = 0
- src.icon = 'base.dmi'
- src.overlays -= 'arrancar.dmi'
- src.overlays += 'arrancar.dmi'
- if(src.swordon)
- src.overlays -= 'sword.dmi'
- src.overlays += 'sword.dmi'
- if(src.stype == "Ichigo"&&src.shikai)
- src.overlays -= 'sword.dmi'
- src.overlays += 'ichigoshikai.dmi'
- src.inshikai = 1
- if(src.hollowtype == "Menos Grande")
- src.overlays = 0
- src.icon = 'meno.dmi'
- src.overlays += /obj/menos2
- src.overlays += /obj/menos3
- if(src.hollowtype == "Strong")
- src.overlays = 0
- src.icon = 'hollowstrong.dmi'
- src.overlays += /obj/strong1
- src.overlays += /obj/strong2
- src.overlays += /obj/strong3
- src.overlays += /obj/strong4
- src.overlays += /obj/strong5
- src.overlays -= /obj/bankai6
- src.safe = 1
- src.overlays -= 'hitsugayabankai.dmi'
- src.overlays -= /obj/hitsu1
- src.overlays -= /obj/hitsu2
- src.health = src.mhealth
- src.rei = src.mrei
- src.attack = src.mattack
- src.defence = src.mdefence
- world << output("<b><font color = red>[M] has killed [src]!","gametext")
- if(src.tourny == 1)
- src.tourny = 0
- if(src.race == "Human"||src.race == "Fullbringer"||src.race == "Vaizard"||src.race=="Quincy")
- src.loc = locate(44,187,1)
- if(src.race == "Shinigami")
- src.loc = locate(75,30,5)
- if(src.race == "Bount")
- src.loc = locate(11,185,5)
- if(src.race == "Hollow"||src.race == "Arrancar")
- src.loc = locate(97,85,3)
- src.safe = 0
- if(M.stype == "Zaraki")
- if(M.inshikai&&M.shikaidrain > 0)
- M.random = rand(1,10)
- if(M.random <= 8)
- M << output("<b><font color = green>You have gotten better at maintaining your shikai!","gametext")
- M.shikaidrain -= 0.1
- if(M.inbankai&&M.bankaidrain > 0)
- M.random = rand(1,100)
- if(M.random <= 50)
- M << output("<b><font color = green>You have gotten better at maintaining your bankai!","gametext")
- M.bankaidrain -= 0.1
- if(M.enemy&&src.race == "Human")
- switch(input(src,"Do you want to become a Hollow?", text) in list ("Yes","No"))
- if("Yes")
- src.verbs += /mob/hollow/verb/Garganta
- src.race = "Hollow"
- src.overlays = 0
- src.icon = 'hollow.dmi'
- world << output("<b><font color = aqua>Race Info: [src] is now a Hollow!","gametext")
- src << output("<b>Your health got boosted by 10000!","gametext")
- src.mhealth += 10000
- src << output("<b>Your reiatsu got boosted by 10000!","gametext")
- src.mrei += 10000
- src << output("<b>Your attack got boosted by 1000!","gametext")
- src.mattack += 1000
- src << output("<b>Your defence got boosted by 50000!","gametext")
- src.mdefence += 50000
- src << output("<b>Your reiatsu power got boosted by 10000!","gametext")
- src.mreiatsu += 10000
- src.health = src.mhealth
- src.rei = src.mrei
- src.attack = src.mattack
- src.defence = src.mdefence
- src.reiatsu = src.mreiatsu
- src.hollowtype = "Normal"
- src.loc = locate(122,99,3)
- src.safe = 0
- src.deaths += 1
- M.kills += 1
- mob
- proc
- vaizardTest()
- src.random = rand(1,3)
- if(src.random == 1)
- src.health = 16000
- world << output("<b><font color = aqua>Race Info: [src] is now a Vaizard!","gametext")
- src.race = "Vaizard"
- src.random = rand(1,3)
- if(src.random == 1)
- src.vaizardmask = "Ichigo"
- if(src.random == 2)
- src.vaizardmask = "Hiyori"
- if(src.random == 3)
- src.vaizardmask = "Shinji"
- src.verbs += new /mob/vaizard/verb/mask()
- src << output("<b>Your health got boosted by 500000!","gametext")
- src.mhealth += 500000
- src << output("<b>Your reiatsu got boosted by 100000!","gametext")
- src.mrei += 100000
- src << output("<b>Your attack got boosted by 250000!","gametext")
- src.mattack += 250000
- src << output("<b>Your defence got boosted by 250000!","gametext")
- src.mdefence += 250000
- src << output("<b>Your reiatsu power got boosted by 100000!","gametext")
- src.mreiatsu += 100000
- src.health = src.mhealth
- src.rei = src.mrei
- src.attack = src.mattack
- src.defence = src.mdefence
- src.reiatsu = src.mreiatsu
- src.verbs += /mob/hollow/verb/Cero
- src.loc = locate(73,29,5)
- src.safe = 1
- for(var/mob/hitchigo/K in world)
- del(K)
- else
- src << "<B>You failed at controlling your Inner Hollow's power, GoodBye."
- src.loc = locate(73,29,5)
- for(var/mob/hitchigo/K in world)
- del(K)
- mob
- proc
- skill()
- if(src.race == "Inoue")
- if(!src.inouehealhave)
- if(src.level >= 140)
- src.inouehealhave = 1
- src.verbs += /mob/inoue/verb/Souten_Kissun
- src << output("<b>You haves learned Souten Kissun!","gametext")
- if(!src.inoueziphave)
- if(src.level >= 280)
- src.inoueziphave = 1
- src.verbs += /mob/inoue/verb/Koten_Zanshun
- src << output("<b>You have learned Koten Zanshun!","gametext")
- if(src.race == "Quincy")
- if(!src.silver1)
- if(src.level >= 255)
- src.silver1 = 1
- src << output("<b>You learned Haizen!","gametext")
- src.verbs += /mob/silver/verb/Haizen
- if(!src.silver2)
- if(src.level >= 385)
- src.silver2 = 1
- src << output("<b>You learned Gritz!","gametext")
- src.verbs += /mob/silver/verb/Gritz
- if(!src.silver3)
- if(src.level >= 200)
- src.silver3 = 1
- src << output("<b>You learned Volcore!","gametext")
- src.verbs += /mob/silver/verb/Volcore
- if(!src.silver4)
- if(src.level >= 1160)
- src.silver4 = 1
- src << output("<b>You learned Sprenger!","gametext")
- src.verbs += /mob/silver/verb/Sprenger
- if(!src.silver5)
- if(src.level >= 700)
- src.silver5 = 1
- src << output("<b>You learned Ransoutengai!","gametext")
- src.verbs += /mob/silver/verb/Ransoutengai
- if(src.cankido&&src.race=="Shinigami")
- if(!src.kido1)
- if(src.mreiatsu >= 100000)
- src.kido1 = 1
- src << output("<b>You learned Byakurai!","gametext")
- src.verbs += /mob/kido/verb/Byakurai
- src << output("<b>You learned Senkaimon!","gametext")
- src.verbs += /mob/kido/verb/Senkaimon
- if(!src.kido2)
- if(src.mreiatsu >= 148000)
- src.kido2 = 1
- src << output("<b>You learned Shakkahou!","gametext")
- src.verbs += /mob/kido/verb/Shakkahou
- if(!src.kido3)
- if(src.mreiatsu >= 220000000)
- src.kido3 = 1
- src << output("<b>You learned Soukatsui!","gametext")
- src.verbs += /mob/kido/verb/Soukatsui
- if(!src.kido4)
- if(src.mreiatsu >= 300000000)
- src.kido4 = 1
- src << output("<b>You learned Raikouhou!","gametext")
- src.verbs += /mob/kido/verb/Raikouhou
- if(!src.kido5)
- if(src.mreiatsu >= 52000000)
- src.kido5 = 1
- src << output("<b>You learned Sai!","gametext")
- src.verbs += /mob/kido/verb/Sai
- if(!src.kido6)
- if(src.mreiatsu >= 100000000)
- src.kido6 = 1
- src << output("<b>You learned Rikujoukourou!","gametext")
- src.verbs += /mob/kido/verb/Rikujoukourou
- if(src.race == "Hollow")
- if(src.level >= 300&&src.hollowtype == "Normal")
- src.overlays = 0
- src.icon = 'hollowstrong.dmi'
- src.hollowtype = "Strong"
- src.overlays += /obj/strong1
- src.overlays += /obj/strong2
- src.overlays += /obj/strong3
- src.overlays += /obj/strong4
- src.overlays += /obj/strong5
- world << output("<b><font color = lime>Ability Info: [src] has transformed into a Strong Hollow!","gametext")
- src << output("<b>Your health got boosted by 10000!","gametext")
- src.mhealth += 10000
- src << output("<b>Your reiatsu got boosted by 10000!","gametext")
- src.mrei += 10000
- src << output("<b>Your attack got boosted by 10000!","gametext")
- src.mattack += 10000
- src << output("<b>Your defence got boosted by 100000!","gametext")
- src.mdefence += 100000
- src << output("<b>Your reiatsu power got boosted by 100000!","gametext")
- src.mreiatsu += 100000
- src.health = src.mhealth
- src.rei = src.mrei
- src.attack = src.mattack
- src.defence = src.mdefence
- src.reiatsu = src.mreiatsu
- if(src.level >= 500&&src.hollowtype == "Strong")
- src.overlays = 0
- src.icon = 'meno.dmi'
- src.hollowtype = "Menos Grande"
- src.overlays += /obj/menos3
- src.overlays += /obj/menos2
- world << output("<b><font color = lime>Ability Info: [src] has transformed into a Menos Grande!","gametext")
- src << output("<b>Your health got boosted by 100000!","gametext")
- src.mhealth += 100000
- src << output("<b>Your reiatsu got boosted by 100000!","gametext")
- src.mrei += 100000
- src << output("<b>Your attack got boosted by 50000!","gametext")
- src.mattack +=50000
- src << output("<b>Your defence got boosted by 100000!","gametext")
- src.mdefence += 100000
- src << output("<b>Your reiatsu power got boosted by 10000!","gametext")
- src.mreiatsu += 10000
- src.health = src.mhealth
- src.rei = src.mrei
- src.attack = src.mattack
- src.defence = src.mdefence
- src.reiatsu = src.mreiatsu
- if(src.race != "Hollow")
- if(src.level >= 45)
- if(!src.gotflash)
- if(src.race == "Shinigami"||src.race == "Vaizard"||src.race == "Bount")
- src.gotflash = 1
- src.verbs += /mob/flash/verb/Shunpo
- src << output("<b>You have learned Shunpo!","gametext")
- if(src.race == "Arrancar"||src.race == "Fullbringer"&&src.stype=="Sado")
- src.gotflash = 1
- src.verbs += /mob/flash/verb/Sonido
- src << output("<b>You have learned Sonido!","gametext")
- if(src.race == "Quincy"||src.race == "Inoue")
- src.gotflash = 1
- src.verbs += /mob/flash/verb/Hirenhyaku
- src << output("<b>You have learned Hirenhyaku!","gametext")
- if(src.race == "Hollow"||src.race == "Arrancar")
- if(src.level >= 145&&!src.gotcero)
- src.gotcero = 1
- src << output("<b>You have learned Cero!","gametext")
- src.verbs += /mob/hollow/verb/Cero
- if(src.race == "Arrancar")
- if(src.level >= 1135&&!src.gotcero2)
- src.gotcero2 = 1
- src << output("<b>You have learned Gran Rey Cero!","gametext")
- src.verbs += /mob/hollow/verb/Cero2
- if(src.race == "Quincy")
- if(!src.sanrei)
- if(src.level >= 65)
- src.sanrei = 1
- world << output("<b><font color = lime>Ability Info: Quincy [src] has worn the Sanrei Glove and now he is much more powerful!","gametext")
- if(!src.gotfinal)
- if(src.level >= 750)
- src.gotfinal = 1
- src.verbs += /mob/release/verb/Final
- src << output("You have gained the ability to go into your Final Form!","gametext")
- if(!src.gotfinal2)
- if(src.level >= 1500)
- src.gotfinal2 = 1
- src << output("<b>You have gained the ability to go into your Final Form Type Two!","gametext")
- if(src.race == "Shinigami"||src.race == "Vaizard")
- if(src.shikai == 0)
- if(src.level >= 300)
- if(src.stype != "Ichigo")
- src.verbs += /mob/release/verb/Shikai
- src.shikai = 1
- var/sdgs = input("Please select a name for your Zanpakuto.") as text
- src.swordname=sdgs
- var/sdgss = input("Please select a call for your Zanpakuto.") as text
- src.swordcall=sdgss
- world << output("<b><font color = lime>Ability Info: [src] has learned his Shikai and learned his sword's name, [src.swordname]!","gametext")
- if(src.stype == "Ichigo")
- src.overlays -= 'sword.dmi'
- src.shikaidrain = 0
- src.shikai = 1
- src.overlays -= 'sword.dmi'
- src.overlays -= 'sword.dmi'
- src.overlays += 'ichigoshikai.dmi'
- src.swordon = 1
- src.verbs += new /mob/getsuga/verb/getsuga()
- if(src.bankai == 0&&src.shikaidrain <= 0)
- if(src.level >= 750)
- if(src.bantype)
- src.bankai = 1
- world << output("<b><font color = lime>Ability Info: [src] has mastered his Shikai!","gametext")
- else
- src.bankai = 1
- src.verbs += /mob/release/verb/Bankai
- world << output("<b><font color = lime>Ability Info: [src] has learned his Bankai!","gametext")
- if(src.race == "Bount")
- if(!src.kido1)
- src << output("<b>You learned Senkaimon!","gametext")
- src.verbs += /mob/kido/verb/Senkaimon
- src.kido1 = 1
- if(src.shikai == 0)
- if(src.level >= 65)
- var/sdgs = input("Please select a name for your Doll.") as text
- src.swordname=sdgs
- var/sdgss = input("Please select a call for your Doll.") as text
- src.swordcall=sdgss
- src.shikai = 1
- src.verbs += /mob/release/verb/SummonDoll
- world << output("<b><font color = lime>Ability Info: [src] has gained his doll, [src.swordname]!","gametext")
- if(src.bankai == 0)
- if(src.level >= 1000)
- src.bankai = 1
- world << output("<b><font color = lime>Ability Info: [src] has mastered his Doll!","gametext")
- if(src.race == "Arrancar")
- if(src.shikai == 0)
- if(src.level >= 1000)
- src.shikai = 1
- var/sdgs = input("Please select a name for your Zanpakuto.") as text
- src.swordname=sdgs
- var/sdgss = input("Please select a call for your Zanpakuto.") as text
- src.swordcall=sdgss
- src.verbs += /mob/release/verb/Shikai
- world << output("<b><font color = lime>Ability Info: [src] has learned his Shikai and learned his sword's name, [src.swordname]!","gametext")
- world/proc
- AutoRepop()
- set background=1
- world.Repop()
- spawn(600)
- world.AutoRepop()
- world
- proc
- bountohealth()
- set background = 1
- get
- for(var/mob/M in world)
- if(M.race == "Bount")
- M.health += M.mhealth / 25
- if(M.health >= M.mhealth)
- M.health = M.mhealth
- spawn(10)
- goto get
- shiban()
- set background = 1
- vara
- for(var/mob/M in world)
- if(M.race == "Shinigami"||M.race == "Vaizard")
- if(M.stype != "Ichigo"&&M.inshikai)
- if(M.shikaidrain > 0&&M.client)
- M.rei -= round(((M.mrei * M.shikaidrain) / 100))
- if(M.rei <= 0)
- M.rei = 0
- M << output("<b>You have ran out of reiatsu to maintain your Shikai!","gametext")
- M.inshikai = 0
- M.attack = M.mattack
- M.overlays += 'sword.dmi'
- M.overlays -= 'ichigoshikai.dmi'
- M.overlays -= 'ikkakushikai.dmi'
- M.defence = M.mdefence
- M.icon = 'base.dmi'
- M.verbs -= new /mob/hitsu/verb/shoot()
- M.overlays -= 'renjishikai.dmi'
- M.overlays -= 'rukiashikai.dmi'
- M.overlays -= 'yumichikashikai.dmi'
- M.overlays -= 'yumichikashikaiun.dmi'
- M.overlays -= 'kirashikai.dmi'
- M.overlays -= 'zarakishikai.dmi'
- M.overlays -= 'kirashikaiun.dmi'
- M.ikkakushikai = 0
- M.renjishikai = 0
- M.overlays -= 'kirashikaiun.dmi'
- M.overlays -= 'kirashikai.dmi'
- M.overlays -= 'byakuyashikaisword.dmi'
- M.rundelay = 2
- M.underlays =0
- M.overlays -= 'hinamorishikai.dmi'
- M.overlays -= 'mayurishikai.dmi'
- M.overlays -= 'hinamorishikai.dmi'
- for(var/mob/pedals/A in world)
- if(A.owner == M)
- del A
- for(var/mob/shuriken/A in world)
- if(A.owner == M)
- del A
- M.controlbug = 0
- if(M.inbankai)
- if(M.bankaidrain > 0&&M.client)
- M.rei -= round(((M.mrei * M.bankaidrain) / 100))
- if(M.rei <= 0)
- M.inbankai = 0
- M.rei = 0
- M << output("<b>You ran out of reiatsu to maintain your Bankai!","gametext")
- M.overlays -= 'ichigobankai.dmi'
- M.overlays += 'sword.dmi'
- for(var/mob/pedals/A in world)
- if(A.owner == M)
- del A
- for(var/mob/shuriken/A in world)
- if(A.owner == M)
- del A
- M.controlbug = 0
- M.firing = 0
- M.zabitimes = 0
- M.hitsugayabankai = 0
- M.ikkakubankai = 0
- M.underlays = 0
- M.overlays -= 'hitsugayabankai.dmi'
- M.overlays -= /obj/hitsu1
- M.overlays -= /obj/hitsu2
- M.attack = M.mattack
- M.verbs -= new /mob/hitsu/verb/shoot()
- M.verbs -= new /mob/rukia/verb/shoot()
- M.renjibankai = 0
- M.rundelay = 2
- M.overlays -= /obj/ikkaku1
- M.overlays -= /obj/ikkaku2
- M.overlays -= /obj/ikkaku3
- M.overlays -= /obj/ikkaku4
- M.overlays -= /obj/mayuri1
- M.overlays -= /obj/mayuri2
- M.overlays -= /obj/mayuri3
- M.defence = M.mdefence
- M.overlays -= /obj/mayuri4
- M.overlays -= /obj/mayuri5
- M.renjishikai = 0
- M.underlays -= /obj/mayuri6
- M.overlays -= 'ichigobankaiclothes.dmi'
- M.overlays -= 'rukiashikai.dmi'
- M.overlays -= 'renjishikai.dmi'
- M.overlays -= 'zarakishikai.dmi'
- M.overlays -= 'renjishikai.dmi'
- M.overlays -= 'renjishikai.dmi'
- M.overlays -= 'rukiabankai.dmi'
- M.overlays -= /obj/ikkaku5
- M.overlays -= /obj/ikkaku6
- M.verbs -= /mob/renji/verb/Higa_Zekkou
- M.overlays -= /obj/ikkaku7
- walk(M,0)
- M.overlays -= /obj/ikkaku8
- M.overlays -= /obj/ikkaku9
- M.overlays -= 'byakuyashikaisword.dmi'
- if(M.stype == "Ichigo")
- M.overlays -= 'sword.dmi'
- M.overlays -= 'sword.dmi'
- M.overlays -= 'sword.dmi'
- M.overlays -= 'sword.dmi'
- M.overlays += 'ichigoshikai.dmi'
- M.inshikai = 1
- for(var/mob/zabimaru/A in world)
- if(A.owner == M)
- del A
- spawn(20)
- goto vara
- mob
- var
- shikaidrain = 5
- bankaidrain = 8
- mob
- proc
- AutoSave()
- if(src.cansave)
- src.saveproc()
- spawn(3000)
- src.AutoSave()
- mob
- proc
- saveproc()
- if(src.cansave)
- var/savefile/save
- save = new ("players/[src.key]")
- save["mob"] << src
- save["x"] << src.x
- save["y"] << src.y
- save["z"] << src.z
- save["verbs"] << src.verbs
- proc
- Quake_Effect(mob/M,duration,strength=1)
- if(!M.client)return
- spawn(1)
- var/oldeye=M.client.eye
- var/x
- for(x=0;x<duration,x++)
- if(M)
- M.client.eye = get_steps(M,pick(NORTH,SOUTH,EAST,WEST),strength)
- sleep(1)
- M.client.eye=oldeye
- proc/get_steps(atom/ref,dir,num)
- var/x
- var/turf/T=ref:loc
- if(isturf(ref))
- T=ref
- for(x=0;x<num;x++)
- ref=get_step(ref,dir)
- if(!ref)break
- T=ref
- return T
- mob
- proc
- shatter(mob/M)
- spawn(25)
- if(src)
- src.overlays -= /obj/icicle2
- src.overlays -= /obj/icicle
- var/obj/iceshard/Q = new/obj/iceshard(src.loc)
- var/obj/iceshard/W = new/obj/iceshard(src.loc)
- var/obj/iceshard/E = new/obj/iceshard(src.loc)
- var/obj/iceshard/R = new/obj/iceshard(src.loc)
- var/obj/iceshard/T = new/obj/iceshard(src.loc)
- var/obj/iceshard/Y = new/obj/iceshard(src.loc)
- var/obj/iceshard/U = new/obj/iceshard(src.loc)
- var/obj/iceshard/I = new/obj/iceshard(src.loc)
- walk(Q,EAST)
- walk(W,SOUTHEAST)
- walk(E,SOUTH)
- walk(R,SOUTHWEST)
- walk(T,WEST)
- walk(Y,NORTHWEST)
- walk(U,NORTH)
- walk(I,NORTHEAST)
- src.frozen = 0
- src.canattack = 1
- src.firing = 0
- src.Death(M)
- mob
- proc
- shatter2(mob/M)
- spawn(35)
- if(src)
- src.overlays -= /obj/icicle2
- src.overlays -= /obj/icicle
- var/obj/iceshard/Q = new/obj/iceshard(src.loc)
- var/obj/iceshard/W = new/obj/iceshard(src.loc)
- var/obj/iceshard/E = new/obj/iceshard(src.loc)
- var/obj/iceshard/R = new/obj/iceshard(src.loc)
- var/obj/iceshard/T = new/obj/iceshard(src.loc)
- var/obj/iceshard/Y = new/obj/iceshard(src.loc)
- var/obj/iceshard/U = new/obj/iceshard(src.loc)
- var/obj/iceshard/I = new/obj/iceshard(src.loc)
- walk(Q,EAST)
- walk(W,SOUTHEAST)
- walk(E,SOUTH)
- walk(R,SOUTHWEST)
- walk(T,WEST)
- walk(Y,NORTHWEST)
- walk(U,NORTH)
- walk(I,NORTHEAST)
- src.frozen = 0
- src.canattack = 1
- src.firing = 0
- src.Death(M)
- mob
- proc
- levelup()
- if(src.exp >= src.mexp)
- while(src.exp>src.mexp)
- src.exp = src.exp-src.mexp
- src.level++
- if(src.level == 50)
- world << output("<b><font color = lime>Ability Info: [src] has reached level 50! Because of his good experience he wont gain as much stat as before!","gametext")
- if(src.level == 100)
- world << output("<b><font color = lime>Ability Info: [src] has reached level 100! Because of his great experience he wont gain as much stat as before!","gametext")
- if(src.level >= 100)
- src.mhealth += rand(5,12)
- src.mrei += rand(3,6)
- src.mattack += rand(0,2)
- src.mdefence += rand(0,20)
- src.mreiatsu += rand(0,2)
- if(src.level >= 50&&src.level < 100)
- src.mhealth += rand(7,15)
- src.mrei += rand(4,9)
- src.mattack += rand(0,3)
- src.mdefence += rand(0,300)
- src.mreiatsu += rand(0,30)
- if(src.level < 50)
- src.mhealth += rand(9,200)
- src.mrei += rand(6,120)
- src.mattack += rand(1,4)
- src.mdefence += rand(1,4)
- src.mreiatsu += rand(1,4)
- if(src.attack < src.mattack)
- src.attack = src.mattack
- if(src.defence < src.mdefence)
- src.defence = src.mdefence
- src.skill()
- src << output("<b><font color = lime>You gained a level!","gametext")
- if(src.level<20)
- src.mexp += 15
- if(src.level<50&&src.level>20)
- src.mexp += 25
- if(src.level<80&&src.level>50)
- src.mexp += 55
- if(src.level<150&&src.level>80)
- src.mexp += 65
- if(src.level>=150)
- src.mexp += 100
- else
- return
- proc
- dir2text(dir)
- switch(dir)
- if(1)
- return "North"
- if(2)
- return "South"
- if(4)
- return "East"
- if(5)
- return "Northeast"
- if(6)
- return "Southeast"
- if(8)
- return "West"
- if(9)
- return "Northwest"
- if(10)
- return "Southwest"
- savehouses()
- for(var/turf/telehouses/T in world) //for every turf under telehouses
- if(T.houseowner) //if houseowner has been set
- var/savefile/save = new ("houses/[T.house]/[T.houseowner]") //save
- save["houseowner"] << T.houseowner
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