ok, if you read BYOND code check this out. i just typed this out in one day with a single compile and ended up with no errors. i hope this impresses you.
mob
icon='player.dmi'
icon_state="blank"
var/music="title"
Login()
src.client.mob.dir = EAST
src.inair = 0
usr.loc=locate(5,5,1)
usr.overlays+=image('o1.dmi',pixel_x=32)
usr.overlays+=image('o2.dmi',pixel_x=-32)
usr.overlays+=image('o3.dmi',pixel_y=32)
usr.overlays+=image('o4.dmi',pixel_y=-32)
usr.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
usr.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
usr.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
usr.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
sleep(1)
Music()
proc/Music()
sleep(1)
if(usr.music=="title")
usr << sound('start.wav')
sleep(109)
if(usr.music=="battle")
usr << sound('backmusic.wav')
sleep(8290)
Music()
proc
Gravity(var/mob/per)
if(per.dir == EAST)
if(per.inair == 1)
per.icon='fall.dmi'
var/atom/check = locate(per.x,per.y-1,per.z)
if(check.density == 1)
per.icon='player.dmi'
per.inair = 0
return
else
per.loc=locate(per.x,per.y-1,per.z)
sleep(2)
Gravity(per)
else
return 0
if(per.dir == WEST)
if(per.inair == 1)
per.icon='fall.dmi'
var/atom/check = locate(per.x,per.y-1,per.z)
if(check.density == 1)
per.icon='player.dmi'
per.inair = 0
return
else
per.loc=locate(per.x,per.y-1,per.z)
sleep(2)
Gravity(per)
else
return 0
world
loop_checks=0
name = "SSBB"
mob
var
inair
fly=0
move=1
client
Northeast()
return
Northwest()
return
Southeast()
return
Southwest()
return
North()
if(src.mob.move==1)
if(src.mob.dir == EAST)
if(src.mob.fly==0)
if(src.mob.inair == 0)
src.mob.inair = 1
src.mob.icon='jump.dmi'
for(var/i=1,i<4,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = EAST
sleep(2)
Gravity(src.mob)
return
else
return
else
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = EAST
return
if(src.mob.dir == WEST)
if(src.mob.fly==0)
if(src.mob.inair == 0)
src.mob.inair = 1
src.mob.icon='jump.dmi'
for(var/i=1,i<4,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = WEST
sleep(2)
Gravity(src.mob)
return
else
return
else
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = WEST
return
else
return
East()
if(src.mob.move==1)
..()
if(src.mob.inair == 0)
var/atom/checkdense = locate(src.mob.x,src.mob.y-1,src.mob.z)
if(src.mob.fly==0)
if(checkdense.density == 0)
src.mob.inair = 1
Gravity(src.mob)
return
else
return
else
return
West()
if(src.mob.move==1)
..()
if(src.mob.inair == 0)
var/atom/checkdense = locate(src.mob.x,src.mob.y-1,src.mob.z)
if(src.mob.fly==0)
if(checkdense.density == 0)
src.mob.inair = 1
Gravity(src.mob)
return
else
return
else
return
South()
if(src.mob.fly==0)
if(src.mob.icon=='player.dmi')
src.mob.icon='crouch.dmi'
src.mob.move=0
else
if(src.mob.icon=='crouch.dmi')
src.mob.icon='player.dmi'
src.mob.move=1
else
if(src.mob.move==1)
if(src.mob.dir==WEST)
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y-1,src.mob.z),SOUTH)
src.mob.dir = WEST
if(src.mob.dir==EAST)
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y-1,src.mob.z),SOUTH)
src.mob.dir = EAST
else
return
mob
var/over=0
var/smash=0
turf
MouseEntered()
usr.over=src
obj
charcounter
icon='obj.dmi'
icon_state="p1c"
MouseDrag(src_object,over_object,src_location,over_location,src_control,over_control,params)
var/icon/D= new(src.icon,src.icon_state)//this is for the Blend affect
mouse_drag_pointer = D // now lets set the mouse pointer to the new blended icon
MouseDrop()
if(src.loc==locate(5,5,2))
usr.icon_state="1"
usr.power="spin"
else
if(src.loc==locate(4,5,2))
usr.icon_state="2"
usr.power="suck"
else
if(src.loc==locate(6,5,2))
usr.icon_state="me"
usr.power="spin2"
src.loc=usr.over
charcounter2
icon='obj.dmi'
icon_state="p1c2"
MouseDrag(src_object,over_object,src_location,over_location,src_control,over_control,params)
var/icon/D= new(src.icon,src.icon_state)//this is for the Blend affect
mouse_drag_pointer = D // now lets set the mouse pointer to the new blended icon
MouseDrop()
if(src.loc==locate(5,5,2))
usr.p2="1"
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays+=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
else
if(src.loc==locate(4,5,2))
usr.p2="2"
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays+=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
else
if(src.loc==locate(6,5,2))
usr.p2="me"
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.overlays+=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
src.loc=usr.over
mob
Stat()
statpanel("Fight")
stat("[usr]:[usr.Hp]%")
stat("Guest:[usr.Hp2]%")
var/Hp=0
var/Hp2=0
proc/tourney()
var/client/c
sleep(1)
for(var/mob/player2/M in world)
if(!M in c.view)
if(M in oview(6))
c.view="6x6"
if(M in oview(7))
c.view="7x7"
if(M in oview(8))
c.view="8x8"
if(M in oview(9))
c.view="9x9"
if(M in oview(10))
c.view="10x10"
tourney()
mob
show
icon='player.dmi'
icon_state="x"
New()
sleep(1)
src.check()
proc/check()
sleep(1)
if(usr.p2=="1")
src.icon_state="1"
if(usr.p2=="2")
src.icon_state="2"
check()
mob
var/p2="blank"
var/points=0
var/v=6
proc/Push()
if(src.dir==EAST)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=src.dir
if(src.Hp<=10)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=20)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=30)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=40)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=50)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=60)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=70)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=80)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=90)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
if(src.dir==WEST)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=src.dir
if(src.Hp<=10)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=20)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=30)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=40)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=50)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=60)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=70)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=80)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=90)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
player2
Bump(mob/M)
if(src.icon=='attack1.dmi')
usr.Hp+=10
Push(usr)
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=='attack1.dmi')
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
src.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
if(src.icon=='attack2.dmi')
usr.Hp+=10
Push(usr)
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=='attack2.dmi')
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
src.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
if(src.icon=='attack3.dmi')
usr.Hp+=10
Push(usr)
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=='attack3.dmi')
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
if(src.icon_state=="mslash")
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=="mslash")
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
verb
West2()
if(src.move)
set src in world
step(src,WEST)
if(src.inair == 0)
var/atom/checkdense = locate(src.x,src.y-1,src.z)
if(src.fly==0)
if(checkdense.density == 0)
src.inair = 1
Gravity(src)
return
else
return
else
return
East2()
if(src.move)
set src in world
step(src,EAST)
if(src.inair == 0)
var/atom/checkdense = locate(src.x,src.y-1,src.z)
if(src.fly==0)
if(checkdense.density == 0)
src.inair = 1
Gravity(src)
else
return
else
return
else
return
South2()
set src in world
if(src.icon=='player.dmi')
src.icon='crouch.dmi'
src.move=0
else
if(src.icon=='crouch.dmi')
src.icon='player.dmi'
src.move=1
North2()
set src in world
if(src.move)
if(!src.inair)
if(src.dir==EAST)
src.inair=1
src.icon='jump.dmi'
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=EAST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=EAST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=EAST
Gravity(src)
if(src.dir==WEST)
src.inair=1
src.icon='jump.dmi'
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=WEST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=WEST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=WEST
Gravity(src)
else
return
else
return
B2()
set src in world
if(src.smash)
src.smash=0
if(src.icon_state=="2")
src.icon_state="cook"
src.move=0
step_to(usr,src)
sleep(1)
step_to(usr,src)
sleep(1)
step_to(usr,src)
sleep(1)
step_to(usr,src)
if(src in view(1))
usr.Hp+=100
usr.Push()
sleep(3)
src.icon_state="2"
src.move=1
else
if(src.icon_state=="1")
step(src,NORTH)
src.dir=EAST
src.icon='player.dmi'
usr << sound('sonic.wav')
src.icon_state="schange"
sleep(10)
src.power="sss"
src.icon='player.dmi'
src.icon_state="ss"
sleep(300)
src.icon_state="1"
src.power="spin"
src.icon='player.dmi'
else
if(src.icon_state=="me")
if(src in view(2))
step_to(src,usr)
src.icon_state="mslash"
usr << sound('meta.wav')
sleep(2)
usr.Hp+=200
Push(usr)
src.icon_state="me"
src.underlays=0
else
if(src.power=="suck")
src.icon='attack3.dmi'
if(src in view(3))
step_to(usr,src)
sleep(1)
step_to(usr,src)
if(src in view(1))
usr.icon='b.dmi'
usr.move=0
usr.icon='player.dmi'
sleep(3)
usr.icon='player.dmi'
usr.move=1
src.power="spin"
src.icon_state="2"
src.smash=0
src.icon='player.dmi'
else
if(src.power=="spin")
src.icon='attack2.dmi'
usr << sound('spin.wav')
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
src.icon='player.dmi'
if(src.power=="sss")
src.icon='attack2.dmi'
src.icon_state="ssss"
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
src.icon='player.dmi'
src.icon_state="ss"
if(src.power=="spin2")
src.icon='attack2.dmi'
usr << sound('spin.wav')
if(src.dir==EAST)
step(src,EAST)
sleep(2)
step(src,EAST)
sleep(2)
step(src,EAST)
sleep(2)
step(src,EAST)
sleep(2)
if(src.dir==WEST)
step(src,WEST)
sleep(2)
step(src,WEST)
sleep(2)
step(src,WEST)
sleep(2)
step(src,WEST)
sleep(2)
src.icon='player.dmi'
B()
set src in world
if(usr.smash)
usr.smash=0
if(usr.icon_state=="2")
usr.icon_state="cook"
usr.move=0
for(var/mob/player2/M in view(3))
M.Hp+=100
M.Push()
sleep(3)
usr.icon_state="2"
usr.move=1
else
if(usr.icon_state=="1")
step(usr,NORTH)
usr.dir=EAST
usr.icon_state="schange"
usr << sound('sonic.wav')
sleep(10)
usr.power="sss"
usr.icon_state="ss"
sleep(300)
usr.icon_state="1"
usr.power="spin"
usr.icon='player.dmi'
else
if(usr.icon_state=="me")
if(src in view(2))
step_to(usr,src)
usr.icon_state="mslash"
usr << sound('meta.wav')
sleep(2)
src.Hp+=200
Push(src)
usr.icon_state="me"
usr.smash=0
usr.underlays=0
else
if(usr.power=="suck")
usr.icon='attack3.dmi'
if(src in view(3))
step_to(src,usr)
sleep(1)
step_to(src,usr)
if(src in view(1))
src.icon='b.dmi'
src.move=0
src.icon='player.dmi'
sleep(3)
src.icon='player.dmi'
src.move=1
usr.power="spin"
usr.icon_state="2"
usr.icon='player.dmi'
else
if(usr.power=="spin")
usr.icon='attack2.dmi'
usr << sound('spin.wav')
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
usr.icon='player.dmi'
if(usr.power=="sss")
usr.icon='attack2.dmi'
usr.icon_state="ssss"
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
usr.icon='player.dmi'
usr.icon_state="ss"
if(usr.power=="spin2")
usr.icon='attack2.dmi'
usr << sound('spin.wav')
if(usr.dir==EAST)
step(usr,EAST)
sleep(2)
step(usr,EAST)
sleep(2)
step(usr,EAST)
sleep(2)
step(usr,EAST)
sleep(2)
if(usr.dir==WEST)
step(usr,WEST)
sleep(2)
step(usr,WEST)
sleep(2)
step(usr,WEST)
sleep(2)
step(usr,WEST)
sleep(2)
usr.icon='player.dmi'
A2()
set src in world
if(src.icon_state=="2")
if(src.inair==1)
src.icon_state="ks"
src.icon='attack1.dmi'
if(src.dir==EAST)
step(src,SOUTHEAST)
sleep(2)
step(src,SOUTHEAST)
sleep(2)
step(src,SOUTHEAST)
src.inair=0
if(src.dir==WEST)
step(src,SOUTHWEST)
sleep(2)
step(src,SOUTHWEST)
sleep(2)
step(src,SOUTHWEST)
src.inair=0
src.icon='player.dmi'
src.icon_state="2"
else
src.icon='attack1.dmi'
usr << sound('hit.wav')
if(src in view(1))
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
src.icon_state="2"
src.icon='player.dmi'
if(src.icon_state=="1")
if(src.inair==1)
src.icon='attack1.dmi'
usr << sound('spin.wav')
src.icon_state="sjump"
sleep(6)
src.icon='player.dmi'
src.icon_state="1"
else
if(src in view(1))
src.icon='attack1.dmi'
usr << sound('hit.wav')
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
if(src.icon_state=="ss")
if(src.inair==1)
src.icon='attack1.dmi'
src.icon_state="sspin"
sleep(6)
src.icon='player.dmi'
if(src.icon_state=="1")
return
else
src.icon_state="ss"
else
if(src in view(1))
src.icon='attack1.dmi'
usr << sound('hit.wav')
src.icon_state="sss"
usr.Hp+=10
usr.Push()
src.points+=20
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
if(src.icon_state=="1")
return
else
src.icon_state="ss"
if(src.icon_state=="me")
if(src.inair==1)
src.icon='attack1.dmi'
src.icon_state="mjump"
usr << sound('meta.wav')
sleep(6)
src.icon='player.dmi'
src.icon_state="me"
else
if(src in view(1))
src.icon='attack1.dmi'
usr << sound('meta.wav')
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
src.icon='player.dmi'
src.icon='player.dmi'
A()
set src in world
if(usr.icon_state=="2")
if(usr.inair==1)
usr.icon_state="ks"
usr.icon='attack1.dmi'
if(usr.dir==EAST)
step(usr,SOUTHEAST)
sleep(2)
step(usr,SOUTHEAST)
sleep(2)
step(usr,SOUTHEAST)
usr.inair=0
if(usr.dir==WEST)
step(usr,SOUTHWEST)
sleep(2)
step(usr,SOUTHWEST)
sleep(2)
step(usr,SOUTHWEST)
usr.inair=0
usr.icon='player.dmi'
usr.icon_state="2"
else
usr.icon='attack1.dmi'
usr << sound('hit.wav')
if(src in view(1))
src.Hp+=10
src.Push()
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
sleep(6)
usr.Hp2=src.Hp
usr.icon_state="2"
usr.icon='player.dmi'
if(usr.icon_state=="1")
if(usr.inair==1)
usr.icon='attack1.dmi'
usr.icon_state="sjump"
usr << sound('spin.wav')
sleep(6)
usr.icon='player.dmi'
usr.icon_state="1"
else
if(src in view(1))
usr.icon='attack1.dmi'
usr << sound('hit.wav')
src.Hp+=10
src.Push()
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
sleep(6)
if(usr.icon_state=="ss")
if(usr.inair==1)
usr.icon='attack1.dmi'
usr.icon_state="sspin"
sleep(6)
usr.icon='player.dmi'
usr.icon_state="ss"
else
if(src in view(1))
usr.icon='attack1.dmi'
usr << sound('hit.wav')
usr.icon_state="sss"
src.Hp+=20
src.Push()
usr.Hp2=src.Hp
sleep(6)
usr.icon_state="ss"
if(usr.icon_state=="me")
if(usr.inair==1)
usr.icon='attack1.dmi'
usr.icon_state="mjump"
usr << sound('meta.wav')
sleep(6)
usr.icon='player.dmi'
usr.icon_state="me"
else
if(src in view(1))
usr.icon='attack1.dmi'
usr << sound('meta.wav')
src.Hp+=10
src.Push()
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
sleep(6)
usr.icon='player.dmi'
usr.icon='player.dmi'
pl
New()
src.loc=locate(11,4,3)
src.dir=EAST
src.power="suck"
src.icon_state="2"
src.overlays+=image('o1.dmi',pixel_x=32)
src.overlays+=image('o2.dmi',pixel_x=-32)
src.overlays+=image('o3.dmi',pixel_y=32)
src.overlays+=image('o4.dmi',pixel_y=-32)
src.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
src.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
src.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
src.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
pl2
New()
src.loc=locate(11,4,3)
src.dir=EAST
src.power="spin"
src.icon_state="1"
src.overlays+=image('o1.dmi',pixel_x=32)
src.overlays+=image('o2.dmi',pixel_x=-32)
src.overlays+=image('o3.dmi',pixel_y=32)
src.overlays+=image('o4.dmi',pixel_y=-32)
src.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
src.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
src.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
src.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
pl3
New()
src.loc=locate(11,4,3)
src.dir=EAST
src.power="spin2"
src.icon_state="me"
src.overlays+=image('o1.dmi',pixel_x=32)
src.overlays+=image('o2.dmi',pixel_x=-32)
src.overlays+=image('o3.dmi',pixel_y=32)
src.overlays+=image('o4.dmi',pixel_y=-32)
src.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
src.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
src.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
src.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
obj
title
icon='obj.dmi'
icon_state="mx"
layer=200
MouseEntered()
src.icon_state="me"
for(var/obj/title/O in view(2))
O.icon_state="me"
MouseExited()
src.icon_state="mx"
for(var/obj/title/O in view(2))
O.icon_state="mx"
Click()
usr.loc=locate(3,2,2)
tl
New()
src.overlays+=image('obj.dmi',icon_state="t1")
tlm
New()
src.overlays+=image('obj.dmi',icon_state="t2")
trm
New()
src.overlays+=image('obj.dmi',icon_state="t3")
tr
New()
src.overlays+=image('obj.dmi',icon_state="t4")
charselect
icon='player.dmi'
dot
icon_state="1"
kirby
icon_state="2"
meta
icon_state="me"
dir=EAST
goj
icon='turfs.dmi'
icon_state="go"
MouseEntered()
src.icon_state="go2"
MouseExited()
src.icon_state="go"
Click()
usr.loc=locate(5,5,3)
if(usr.p2=="2")
new/mob/player2/pl(usr.loc)
if(usr.p2=="1")
new/mob/player2/pl2(usr.loc)
if(usr.p2=="me")
new/mob/player2/pl3(usr.loc)
usr.p2="blank"
usr:tourney()
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.music="battle"
world
view=6
turf=/turf/turfs/sky
obj
dense
density=1
turf
black
icon='turfs.dmi'
icon_state="black"
turfs
icon='turfs.dmi'
sky
icon_state="sky"
grass
icon_state="grass"
density=1
spikes
icon_state="sp"
Entered(mob/M)
M.Hp=0
M.loc=locate(13,8,3)
spikes2
icon_state="sp2"
Entered(mob/M)
M.Hp=0
M.loc=locate(13,8,3)
start
icon='turfs.dmi'
icon_state="start"
density=1
New()
sleep(20)
del(src)
title
icon='big.dmi'
icon_state="title"
layer=199
charsel
icon='turfs.dmi'
icon_state="csel"
csel
icon='turfs.dmi'
icon_state="csel2"
player1
icon='turfs.dmi'
icon_state="p1"
player2
icon='turfs.dmi'
icon_state="p2"
dense
density=1
dedede
icon='dedede.dmi'
mob
var/power="none"
Offline
archmage wrote:
Actually the only reason I am being critical is because your description sounds amazing and you don't seem capable of making it. Show me some good code and I'll stop being critical.
yeah thats right.
Offline
kewlyo454 wrote:
ok, if you read BYOND code check this out. i just typed this out in one day with a single compile and ended up with no errors. i hope this impresses you.
mob
icon='player.dmi'
icon_state="blank"
var/music="title"
Login()
src.client.mob.dir = EAST
src.inair = 0
usr.loc=locate(5,5,1)
usr.overlays+=image('o1.dmi',pixel_x=32)
usr.overlays+=image('o2.dmi',pixel_x=-32)
usr.overlays+=image('o3.dmi',pixel_y=32)
usr.overlays+=image('o4.dmi',pixel_y=-32)
usr.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
usr.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
usr.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
usr.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
sleep(1)
Music()
proc/Music()
sleep(1)
if(usr.music=="title")
usr << sound('start.wav')
sleep(109)
if(usr.music=="battle")
usr << sound('backmusic.wav')
sleep(8290)
Music()
proc
Gravity(var/mob/per)
if(per.dir == EAST)
if(per.inair == 1)
per.icon='fall.dmi'
var/atom/check = locate(per.x,per.y-1,per.z)
if(check.density == 1)
per.icon='player.dmi'
per.inair = 0
return
else
per.loc=locate(per.x,per.y-1,per.z)
sleep(2)
Gravity(per)
else
return 0
if(per.dir == WEST)
if(per.inair == 1)
per.icon='fall.dmi'
var/atom/check = locate(per.x,per.y-1,per.z)
if(check.density == 1)
per.icon='player.dmi'
per.inair = 0
return
else
per.loc=locate(per.x,per.y-1,per.z)
sleep(2)
Gravity(per)
else
return 0
world
loop_checks=0
name = "SSBB"
mob
var
inair
fly=0
move=1
client
Northeast()
return
Northwest()
return
Southeast()
return
Southwest()
return
North()
if(src.mob.move==1)
if(src.mob.dir == EAST)
if(src.mob.fly==0)
if(src.mob.inair == 0)
src.mob.inair = 1
src.mob.icon='jump.dmi'
for(var/i=1,i<4,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = EAST
sleep(2)
Gravity(src.mob)
return
else
return
else
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = EAST
return
if(src.mob.dir == WEST)
if(src.mob.fly==0)
if(src.mob.inair == 0)
src.mob.inair = 1
src.mob.icon='jump.dmi'
for(var/i=1,i<4,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = WEST
sleep(2)
Gravity(src.mob)
return
else
return
else
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = WEST
return
else
return
East()
if(src.mob.move==1)
..()
if(src.mob.inair == 0)
var/atom/checkdense = locate(src.mob.x,src.mob.y-1,src.mob.z)
if(src.mob.fly==0)
if(checkdense.density == 0)
src.mob.inair = 1
Gravity(src.mob)
return
else
return
else
return
West()
if(src.mob.move==1)
..()
if(src.mob.inair == 0)
var/atom/checkdense = locate(src.mob.x,src.mob.y-1,src.mob.z)
if(src.mob.fly==0)
if(checkdense.density == 0)
src.mob.inair = 1
Gravity(src.mob)
return
else
return
else
return
South()
if(src.mob.fly==0)
if(src.mob.icon=='player.dmi')
src.mob.icon='crouch.dmi'
src.mob.move=0
else
if(src.mob.icon=='crouch.dmi')
src.mob.icon='player.dmi'
src.mob.move=1
else
if(src.mob.move==1)
if(src.mob.dir==WEST)
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y-1,src.mob.z),SOUTH)
src.mob.dir = WEST
if(src.mob.dir==EAST)
for(var/i=1,i<2,i++)
src.Move(locate(src.mob.x,src.mob.y-1,src.mob.z),SOUTH)
src.mob.dir = EAST
else
return
mob
var/over=0
var/smash=0
turf
MouseEntered()
usr.over=src
obj
charcounter
icon='obj.dmi'
icon_state="p1c"
MouseDrag(src_object,over_object,src_location,over_location,src_control,over_control,params)
var/icon/D= new(src.icon,src.icon_state)//this is for the Blend affect
mouse_drag_pointer = D // now lets set the mouse pointer to the new blended icon
MouseDrop()
if(src.loc==locate(5,5,2))
usr.icon_state="1"
usr.power="spin"
else
if(src.loc==locate(4,5,2))
usr.icon_state="2"
usr.power="suck"
else
if(src.loc==locate(6,5,2))
usr.icon_state="me"
usr.power="spin2"
src.loc=usr.over
charcounter2
icon='obj.dmi'
icon_state="p1c2"
MouseDrag(src_object,over_object,src_location,over_location,src_control,over_control,params)
var/icon/D= new(src.icon,src.icon_state)//this is for the Blend affect
mouse_drag_pointer = D // now lets set the mouse pointer to the new blended icon
MouseDrop()
if(src.loc==locate(5,5,2))
usr.p2="1"
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays+=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
else
if(src.loc==locate(4,5,2))
usr.p2="2"
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays+=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
else
if(src.loc==locate(6,5,2))
usr.p2="me"
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.overlays+=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
src.loc=usr.over
mob
Stat()
statpanel("Fight")
stat("[usr]:[usr.Hp]%")
stat("Guest:[usr.Hp2]%")
var/Hp=0
var/Hp2=0
proc/tourney()
var/client/c
sleep(1)
for(var/mob/player2/M in world)
if(!M in c.view)
if(M in oview(6))
c.view="6x6"
if(M in oview(7))
c.view="7x7"
if(M in oview(8))
c.view="8x8"
if(M in oview(9))
c.view="9x9"
if(M in oview(10))
c.view="10x10"
tourney()
mob
show
icon='player.dmi'
icon_state="x"
New()
sleep(1)
src.check()
proc/check()
sleep(1)
if(usr.p2=="1")
src.icon_state="1"
if(usr.p2=="2")
src.icon_state="2"
check()
mob
var/p2="blank"
var/points=0
var/v=6
proc/Push()
if(src.dir==EAST)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=src.dir
if(src.Hp<=10)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=20)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=30)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=40)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=50)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=60)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=70)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=80)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
if(src.Hp<=90)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
else
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
sleep(1)
src.Move(locate(src.x-1,src.y,src.z),WEST)
src.dir=EAST
if(src.dir==WEST)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=src.dir
if(src.Hp<=10)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=20)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=30)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=40)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=50)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=60)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=70)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=80)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
if(src.Hp<=90)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
else
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
sleep(1)
src.Move(locate(src.x+1,src.y,src.z),EAST)
src.dir=WEST
player2
Bump(mob/M)
if(src.icon=='attack1.dmi')
usr.Hp+=10
Push(usr)
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=='attack1.dmi')
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
src.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
if(src.icon=='attack2.dmi')
usr.Hp+=10
Push(usr)
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=='attack2.dmi')
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
src.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
if(src.icon=='attack3.dmi')
usr.Hp+=10
Push(usr)
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=='attack3.dmi')
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
if(src.icon_state=="mslash")
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
if(usr.icon=="mslash")
src.Hp+=10
Push(src)
usr.Hp2=src.Hp
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
verb
West2()
if(src.move)
set src in world
step(src,WEST)
if(src.inair == 0)
var/atom/checkdense = locate(src.x,src.y-1,src.z)
if(src.fly==0)
if(checkdense.density == 0)
src.inair = 1
Gravity(src)
return
else
return
else
return
East2()
if(src.move)
set src in world
step(src,EAST)
if(src.inair == 0)
var/atom/checkdense = locate(src.x,src.y-1,src.z)
if(src.fly==0)
if(checkdense.density == 0)
src.inair = 1
Gravity(src)
else
return
else
return
else
return
South2()
set src in world
if(src.icon=='player.dmi')
src.icon='crouch.dmi'
src.move=0
else
if(src.icon=='crouch.dmi')
src.icon='player.dmi'
src.move=1
North2()
set src in world
if(src.move)
if(!src.inair)
if(src.dir==EAST)
src.inair=1
src.icon='jump.dmi'
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=EAST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=EAST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=EAST
Gravity(src)
if(src.dir==WEST)
src.inair=1
src.icon='jump.dmi'
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=WEST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=WEST
sleep(2)
src.Move(locate(src.x,src.y+1,src.z),NORTH)
src.dir=WEST
Gravity(src)
else
return
else
return
B2()
set src in world
if(src.smash)
src.smash=0
if(src.icon_state=="2")
src.icon_state="cook"
src.move=0
step_to(usr,src)
sleep(1)
step_to(usr,src)
sleep(1)
step_to(usr,src)
sleep(1)
step_to(usr,src)
if(src in view(1))
usr.Hp+=100
usr.Push()
sleep(3)
src.icon_state="2"
src.move=1
else
if(src.icon_state=="1")
step(src,NORTH)
src.dir=EAST
src.icon='player.dmi'
usr << sound('sonic.wav')
src.icon_state="schange"
sleep(10)
src.power="sss"
src.icon='player.dmi'
src.icon_state="ss"
sleep(300)
src.icon_state="1"
src.power="spin"
src.icon='player.dmi'
else
if(src.icon_state=="me")
if(src in view(2))
step_to(src,usr)
src.icon_state="mslash"
usr << sound('meta.wav')
sleep(2)
usr.Hp+=200
Push(usr)
src.icon_state="me"
src.underlays=0
else
if(src.power=="suck")
src.icon='attack3.dmi'
if(src in view(3))
step_to(usr,src)
sleep(1)
step_to(usr,src)
if(src in view(1))
usr.icon='b.dmi'
usr.move=0
usr.icon='player.dmi'
sleep(3)
usr.icon='player.dmi'
usr.move=1
src.power="spin"
src.icon_state="2"
src.smash=0
src.icon='player.dmi'
else
if(src.power=="spin")
src.icon='attack2.dmi'
usr << sound('spin.wav')
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
src.icon='player.dmi'
if(src.power=="sss")
src.icon='attack2.dmi'
src.icon_state="ssss"
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,EAST)
sleep(1)
step(src,WEST)
sleep(1)
step(src,WEST)
src.icon='player.dmi'
src.icon_state="ss"
if(src.power=="spin2")
src.icon='attack2.dmi'
usr << sound('spin.wav')
if(src.dir==EAST)
step(src,EAST)
sleep(2)
step(src,EAST)
sleep(2)
step(src,EAST)
sleep(2)
step(src,EAST)
sleep(2)
if(src.dir==WEST)
step(src,WEST)
sleep(2)
step(src,WEST)
sleep(2)
step(src,WEST)
sleep(2)
step(src,WEST)
sleep(2)
src.icon='player.dmi'
B()
set src in world
if(usr.smash)
usr.smash=0
if(usr.icon_state=="2")
usr.icon_state="cook"
usr.move=0
for(var/mob/player2/M in view(3))
M.Hp+=100
M.Push()
sleep(3)
usr.icon_state="2"
usr.move=1
else
if(usr.icon_state=="1")
step(usr,NORTH)
usr.dir=EAST
usr.icon_state="schange"
usr << sound('sonic.wav')
sleep(10)
usr.power="sss"
usr.icon_state="ss"
sleep(300)
usr.icon_state="1"
usr.power="spin"
usr.icon='player.dmi'
else
if(usr.icon_state=="me")
if(src in view(2))
step_to(usr,src)
usr.icon_state="mslash"
usr << sound('meta.wav')
sleep(2)
src.Hp+=200
Push(src)
usr.icon_state="me"
usr.smash=0
usr.underlays=0
else
if(usr.power=="suck")
usr.icon='attack3.dmi'
if(src in view(3))
step_to(src,usr)
sleep(1)
step_to(src,usr)
if(src in view(1))
src.icon='b.dmi'
src.move=0
src.icon='player.dmi'
sleep(3)
src.icon='player.dmi'
src.move=1
usr.power="spin"
usr.icon_state="2"
usr.icon='player.dmi'
else
if(usr.power=="spin")
usr.icon='attack2.dmi'
usr << sound('spin.wav')
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
usr.icon='player.dmi'
if(usr.power=="sss")
usr.icon='attack2.dmi'
usr.icon_state="ssss"
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,EAST)
sleep(1)
step(usr,WEST)
sleep(1)
step(usr,WEST)
usr.icon='player.dmi'
usr.icon_state="ss"
if(usr.power=="spin2")
usr.icon='attack2.dmi'
usr << sound('spin.wav')
if(usr.dir==EAST)
step(usr,EAST)
sleep(2)
step(usr,EAST)
sleep(2)
step(usr,EAST)
sleep(2)
step(usr,EAST)
sleep(2)
if(usr.dir==WEST)
step(usr,WEST)
sleep(2)
step(usr,WEST)
sleep(2)
step(usr,WEST)
sleep(2)
step(usr,WEST)
sleep(2)
usr.icon='player.dmi'
A2()
set src in world
if(src.icon_state=="2")
if(src.inair==1)
src.icon_state="ks"
src.icon='attack1.dmi'
if(src.dir==EAST)
step(src,SOUTHEAST)
sleep(2)
step(src,SOUTHEAST)
sleep(2)
step(src,SOUTHEAST)
src.inair=0
if(src.dir==WEST)
step(src,SOUTHWEST)
sleep(2)
step(src,SOUTHWEST)
sleep(2)
step(src,SOUTHWEST)
src.inair=0
src.icon='player.dmi'
src.icon_state="2"
else
src.icon='attack1.dmi'
usr << sound('hit.wav')
if(src in view(1))
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
src.icon_state="2"
src.icon='player.dmi'
if(src.icon_state=="1")
if(src.inair==1)
src.icon='attack1.dmi'
usr << sound('spin.wav')
src.icon_state="sjump"
sleep(6)
src.icon='player.dmi'
src.icon_state="1"
else
if(src in view(1))
src.icon='attack1.dmi'
usr << sound('hit.wav')
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
if(src.icon_state=="ss")
if(src.inair==1)
src.icon='attack1.dmi'
src.icon_state="sspin"
sleep(6)
src.icon='player.dmi'
if(src.icon_state=="1")
return
else
src.icon_state="ss"
else
if(src in view(1))
src.icon='attack1.dmi'
usr << sound('hit.wav')
src.icon_state="sss"
usr.Hp+=10
usr.Push()
src.points+=20
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
if(src.icon_state=="1")
return
else
src.icon_state="ss"
if(src.icon_state=="me")
if(src.inair==1)
src.icon='attack1.dmi'
src.icon_state="mjump"
usr << sound('meta.wav')
sleep(6)
src.icon='player.dmi'
src.icon_state="me"
else
if(src in view(1))
src.icon='attack1.dmi'
usr << sound('meta.wav')
usr.Hp+=10
usr.Push()
src.points+=10
if(src.points>=100)
src.points=0
src.smash=1
src.underlays+='smash.dmi'
sleep(6)
src.icon='player.dmi'
src.icon='player.dmi'
A()
set src in world
if(usr.icon_state=="2")
if(usr.inair==1)
usr.icon_state="ks"
usr.icon='attack1.dmi'
if(usr.dir==EAST)
step(usr,SOUTHEAST)
sleep(2)
step(usr,SOUTHEAST)
sleep(2)
step(usr,SOUTHEAST)
usr.inair=0
if(usr.dir==WEST)
step(usr,SOUTHWEST)
sleep(2)
step(usr,SOUTHWEST)
sleep(2)
step(usr,SOUTHWEST)
usr.inair=0
usr.icon='player.dmi'
usr.icon_state="2"
else
usr.icon='attack1.dmi'
usr << sound('hit.wav')
if(src in view(1))
src.Hp+=10
src.Push()
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
sleep(6)
usr.Hp2=src.Hp
usr.icon_state="2"
usr.icon='player.dmi'
if(usr.icon_state=="1")
if(usr.inair==1)
usr.icon='attack1.dmi'
usr.icon_state="sjump"
usr << sound('spin.wav')
sleep(6)
usr.icon='player.dmi'
usr.icon_state="1"
else
if(src in view(1))
usr.icon='attack1.dmi'
usr << sound('hit.wav')
src.Hp+=10
src.Push()
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
sleep(6)
if(usr.icon_state=="ss")
if(usr.inair==1)
usr.icon='attack1.dmi'
usr.icon_state="sspin"
sleep(6)
usr.icon='player.dmi'
usr.icon_state="ss"
else
if(src in view(1))
usr.icon='attack1.dmi'
usr << sound('hit.wav')
usr.icon_state="sss"
src.Hp+=20
src.Push()
usr.Hp2=src.Hp
sleep(6)
usr.icon_state="ss"
if(usr.icon_state=="me")
if(usr.inair==1)
usr.icon='attack1.dmi'
usr.icon_state="mjump"
usr << sound('meta.wav')
sleep(6)
usr.icon='player.dmi'
usr.icon_state="me"
else
if(src in view(1))
usr.icon='attack1.dmi'
usr << sound('meta.wav')
src.Hp+=10
src.Push()
usr.points+=10
if(usr.points>=100)
usr.points=0
usr.smash=1
usr.underlays+='smash.dmi'
usr.Hp2=src.Hp
sleep(6)
usr.icon='player.dmi'
usr.icon='player.dmi'
pl
New()
src.loc=locate(11,4,3)
src.dir=EAST
src.power="suck"
src.icon_state="2"
src.overlays+=image('o1.dmi',pixel_x=32)
src.overlays+=image('o2.dmi',pixel_x=-32)
src.overlays+=image('o3.dmi',pixel_y=32)
src.overlays+=image('o4.dmi',pixel_y=-32)
src.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
src.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
src.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
src.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
pl2
New()
src.loc=locate(11,4,3)
src.dir=EAST
src.power="spin"
src.icon_state="1"
src.overlays+=image('o1.dmi',pixel_x=32)
src.overlays+=image('o2.dmi',pixel_x=-32)
src.overlays+=image('o3.dmi',pixel_y=32)
src.overlays+=image('o4.dmi',pixel_y=-32)
src.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
src.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
src.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
src.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
pl3
New()
src.loc=locate(11,4,3)
src.dir=EAST
src.power="spin2"
src.icon_state="me"
src.overlays+=image('o1.dmi',pixel_x=32)
src.overlays+=image('o2.dmi',pixel_x=-32)
src.overlays+=image('o3.dmi',pixel_y=32)
src.overlays+=image('o4.dmi',pixel_y=-32)
src.overlays+=image('o5.dmi',pixel_x=32,pixel_y=-32)
src.overlays+=image('o6.dmi',pixel_x=-32,pixel_y=-32)
src.overlays+=image('o7.dmi',pixel_x=32,pixel_y=32)
src.overlays+=image('o8.dmi',pixel_x=-32,pixel_y=32)
obj
title
icon='obj.dmi'
icon_state="mx"
layer=200
MouseEntered()
src.icon_state="me"
for(var/obj/title/O in view(2))
O.icon_state="me"
MouseExited()
src.icon_state="mx"
for(var/obj/title/O in view(2))
O.icon_state="mx"
Click()
usr.loc=locate(3,2,2)
tl
New()
src.overlays+=image('obj.dmi',icon_state="t1")
tlm
New()
src.overlays+=image('obj.dmi',icon_state="t2")
trm
New()
src.overlays+=image('obj.dmi',icon_state="t3")
tr
New()
src.overlays+=image('obj.dmi',icon_state="t4")
charselect
icon='player.dmi'
dot
icon_state="1"
kirby
icon_state="2"
meta
icon_state="me"
dir=EAST
goj
icon='turfs.dmi'
icon_state="go"
MouseEntered()
src.icon_state="go2"
MouseExited()
src.icon_state="go"
Click()
usr.loc=locate(5,5,3)
if(usr.p2=="2")
new/mob/player2/pl(usr.loc)
if(usr.p2=="1")
new/mob/player2/pl2(usr.loc)
if(usr.p2=="me")
new/mob/player2/pl3(usr.loc)
usr.p2="blank"
usr:tourney()
usr.overlays-=image('player.dmi',icon_state="2",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="1",dir=EAST,pixel_x=128)
usr.overlays-=image('player.dmi',icon_state="me",dir=EAST,pixel_x=128)
usr.music="battle"
world
view=6
turf=/turf/turfs/sky
obj
dense
density=1
turf
black
icon='turfs.dmi'
icon_state="black"
turfs
icon='turfs.dmi'
sky
icon_state="sky"
grass
icon_state="grass"
density=1
spikes
icon_state="sp"
Entered(mob/M)
M.Hp=0
M.loc=locate(13,8,3)
spikes2
icon_state="sp2"
Entered(mob/M)
M.Hp=0
M.loc=locate(13,8,3)
start
icon='turfs.dmi'
icon_state="start"
density=1
New()
sleep(20)
del(src)
title
icon='big.dmi'
icon_state="title"
layer=199
charsel
icon='turfs.dmi'
icon_state="csel"
csel
icon='turfs.dmi'
icon_state="csel2"
player1
icon='turfs.dmi'
icon_state="p1"
player2
icon='turfs.dmi'
icon_state="p2"
dense
density=1
dedede
icon='dedede.dmi'
mob
var/power="none"
OMG THATS LONG!!!!!!!!!!!!!! it would take me awhile to type all that.
Offline
I don't really understand that language but I played the compiled version and it doesn't play very well at all. I do think that you should be able to make a scratch version of your BYOND game if that's what you are aiming for.
For everyone who wants to see his BYOND stuff here is his profile
http://www.byond.com/members/YutPut
here is a sample of my java code work
//================================================
// GET METHODS
//================================================
// method for getting the exam from its text field
public String getStudentName ()
{
String studentName;
studentName = studentNameTextField.getText ();
return studentName;
} // end of getStudentName
// method for getting the exam from its text field
public double getTest1 ()
{
float test;
test = test1JTextField.getText ();
return test;
} // end of getTest1
// method for getting the exam from its text field
public double getTest2 ()
{
float test;
test = test2JTextField.getText ();
return test;
} // end of getTest2
// method for getting the exam from its text field
public double getTest3 ()
{
float test;
test = test3JTextField.getText ();
return test;
} // end of getTest3
// method for getting the exam from its text field
public double getExam ()
{
float test;
test = examJTextField.getText ();
return test;
} // end of getExam
// method for getting the number of students in the class
public int getClassSize ()
{
int sizeOfClass = 0;
// gets the length of the array
sizeOfClass = arrayClass.length ();
// it's a two dimensional array though, so something might be off.
// Keep watch
return sizeOfClass;
}
//====================================================
// SET METHODS
//====================================================
// to clear the text fields
public void clearIndTextFields ()
{
// clears all the text fields
studentNameTextField.setText (""):
test1TextField.setText (""):
test2TextField.setText (""):
test3TextField.setText (""):
examTextField.setText (""):
averageTextField.setText (""):
} // end of clearIndTextFields
//===========
// Student
//===========
// for loading a student's info
// the argument is the name of the student
public void loadStudentInfo (String fileName) throws IOException
{
String line;
int numStudentsInClass = 0;
FileReader inputFR = new FileReader (className + "txt");
BufferedReader inputBR = new BufferedReader (inputFR);
line = inputBR.readLine ();
for (int i = 0 ; i < 4 ; i++)
{
studentName.TextField.setText (fileName);
line
}
}
//==================================
// CLASS
//==================================
// for loading a class info
// the argument is the string, naming the class name
public void loadClassInfo (String className) throws IOException
{
String line;
int numStudentsInClass = 0;
FileReader inputFR = new FileReader (className + "txt");
BufferedReader inputBR = new BufferedReader (inputFR);
line = inputBR.readLine ();
// the first line is an integer representing the number of students in the class
numStudentsInClass = Integer.parseInt (line);
for (int j = 0 ; j < numStudentsInClass ; j++)
{
// arrayClass is the array for one class
// the first element is the student
// and the second elements are the information
// for the student name
arrayClass [j] [STUDENT_NAME] = line;
line = inputBR.readLine (); // goes to the next line
// for the first test
arrayClass [j] [TEST1] = Float.parseFloat (line);
line = inputBR.readLine (); // goes to the next line
// for the second test
arrayClass [j] [TEST2] = Float.parseFloat (line);
line = inputBR.readLine (); // goes to the next line
// for the third test
arrayClass [j] [TEST3] = Float.parseFloat (line);
line = inputBR.readLine (); // goes to the next line
// for the exam
arrayClass [j] [EXAM] = Float.parseFloat (line);
line = inputBR.readLine (); // goes to the next line
} // end of for loop (going through the class list)
outputFW.close ();
outputPW.close ();
} // end of loadClassInfo
// for saving a class
public void saveClassInfo (String className, int numStudentsInClass) throws IOException
{
String st = "";
FileWriter outputFW = new FileWriter (className + ".txt");
PrintWriter outputPW = new PrintWriter (outputFW);
// writes in the number of students in the class
st = numStudentsInClass;
outputPW.println (st);
for (int j = 0 ; j < numStudentsInClass ; j++)
{
// goes through the number of students in the class, and saves them line by line
// for the student name
st = arrayClass [j] [STUDENT_NAME];
outputPW.println (st);
// for the first test
st = arrayClass [j] [TEST1];
outputPW.println (st);
// for the second test
st = arrayClass [j] [TEST2];
outputPW.println (st);
// for the third test
st = arrayClass [j] [TEST3];
outputPW.println (st);
// for the exam
st = arrayClass [j] [EXAM];
outputPW.println (st);
} // end of for loop
} // end of saveClassInfo
// Cyr Willworth Bonto
// Jonathan Alphonso
// ICS 3M1 -02
// SVA marker
// Created May 20 , 2008
/*
Started on the project late at night
Did some research, and found that it does a StackOverflow error or something
Then went to sleep
*/
// Modified May 21 , 2008
/*
Started on the project after finishing Integer File program 5
Did some research, and started on making the outline of the program
Hit self on the head for sleeping so late
*/
/************************************************************************
As of this version of the program, it only supports up to three *
classes at a time. Maybe later versions will have more classes *
or maybe it would be possible to have as much classes as the user *
wants. *
*************************************************************************/
/*
==========================================================================
Window, and program outline, Version 0.1
==========================================================================
*/
/*
What the Main Window itself should look like in the end
_<name>___________________________________________-_O_X_
| File | Help | | // The JMenu Pane (Layout, boxed)
````````````````````````````````````````````````````````|
/Class 1/ /Class 2/ /Class 3/ /Class 4/ /Class 5/ | // The Tabbed Pane (Scroll always)
````````````````````````````````````````````````````````|
|NEW| |SAVE| |LOAD| |VIEW| | // The toolbar (for each class) (Layout, boxed)
````````````````````````````````````````````````````````|
Student |__________________________________________| | // studentLabel, and studentTextField
Test 1 |______| Test 2 |______| Test 3 |______| | // The test#Label will have a va1ue of 1, and the textField will have max six values
Exam |______| | // basically, this means that the max it can hold is 100.00, and next max is 99.99
|
|CLEAR| | // the JButton that will clear everything (all the values) (Simillar to the new button
)
________________________________________________________|
+++--------------------------------------------------------------------+++
What the ViewPerClass window should look like in the end
_<name>___________________________________________-_O_X_
|File| |Help| | // The Tabbed Pane (Scroll always)
````````````````````````````````````````````````````````|
|SAVE| |LOAD| | // The toolbar (for each class) (Layout, boxed)
````````````````````````````````````````````````````````|
Student Name Test 1 Test 2 Test 3 Exam Average | // the JLabels
____________| ______| ______| ______| ______| ______|O| // the student name doesn't have to fit. It has all of it, but it just doesn't show it
____________| ______| ______| ______| ______| ______|O| // the tests, exam, and average are shortened to six digits, and two digits after the decimal
____________| ______| ______| ______| ______| ______|O|
____________| ______| ______| ______| ______| ______|O| // this should make it easier to do a mass edit
____________| ______| ______| ______| ______| ______|O| // the O are the little lights that will turn green if all of them are filled
| // if one of them is not filled, then it will open a message dialog telling the user so
----- etc... ----- | // if there are empty ones, it will just do a try catch statement or something,
| // and it will delete them. (if all of the boxes are empty on the row)
|
________________________________________________________| // it keeps on going depending on how many students there are
+++--------------------------------------------------------------------+++
______________________________________________________
What the File Menu button should look like in the end |
``````````````````````````````````````````````````````
|File|
```````````````|
NEW | // does the same thing as the buttons in the toolbars
SAVE Student |
SAVE Class |
LOAD Student |
LOAD Class |
==============
VIEW (Normal) |
VIEW PER CLASS |
==============
EXIT | // Exits
````````````````
______________________________________________________
What the Help Menu button should look like in the end |
``````````````````````````````````````````````````````
|Help|
```````````````````````|
How to use the program | // Opens a new class (a new JFrame, or window) that basically has a cardPane layout, that goes through screenshots
======================
// of how to use the program
About the Authors | // Opens a JOptionPane.showMessageDialog, and gives a little overview of the authors
````````````````````````
+++--------------------------------------------------------------------+++
__________________________________________________
The basic layout of how the code should look like |
``````````````````````````````````````````````````
=============================
======== MAIN WINDOW ========
=============================
Start new java file
|||Create main Class|||
|||Create a JFrame||| (construction)
=> call a super ("<name>") // to name the frame
=> layout is boxed layout
=> create the JMenu
=> create new JMenu items and put it into a menu
=> put the JMenu to it's proper place
=> create a new MainPanel called mainPanel
=> will put the menu as:
=> add("North",JMenu);
=> add("Center", MainPanel);
|||Create a MainPanel class|||
=> create three, or whatever classes as TabbedPane
=> each tabbed pane will call on a class called MainFrame
=> will have a boxed layout
=> will put the tabbedPane as:
=> add("North",tabbedPane)
=> add("Center", mainFrame); // make sure that it has been already created
|||Create a MainFrame class|||
=> will have a gridbaglayout
=> will use an addComponent method
================================
======== VIEW PER CLASS ========
================================
this frame can be open at the same time as the main window.
It doesn't matter too much
Start new java file
Create a ViewPerClass Class
Create a new JFrame (construction)
=> call a super ("<name>") // to name the frame (more or less the class)
=> layout is a boxed layout
=> create the JMenu (just file, and it only goes over the different classes you want to see)
=> will put the menu as:
=> add("North", JMenu(this));
=> add("Center", ViewToolPanel);
Create a ViewToolPanel class
=> create the toolbars
=> will put toolbars as
=> add("North",toolbar);
=> add("Center", AllView);
Create an AllView Class
Create a new JPanel (construction)
=> layout is grid layout ([rows are the number of student names plus one, the labels] , [columns = five], [gapy = 5] , [gapx = 4])
=> put like this:
=> eg
allViewPane.add (studentNames[i]);
allViewPane.add (test1Marks[i]);
allViewPane.add (test2Marks[i]);
allViewPane.add (test3Marks[i]);
allViewPane.add (examMarks[i]);
==============================
======== INTRODUCTION ========
==============================
Start on a new java file
Create Introduction Class
Create a JFrame (construction)
=> call a super ("<name>") // to name the frame
=> layout is null
=> set background to the welcome screen
=> create two new buttons
=> ENTER : will return a value to the main method which will make sure and then close this window, and then open the Main Window
=> the actionlistener will call on a method that will return the value
=> this would let it circuvent the constructor capabilities
=> EXIT : will return a value to the main method which will make sure, and then close this window, (output the credits,) and exit the program
=> the actionlistener will call on a method that will return the value
=> this would let it circuvent the constructor capabilities
=> add some sound if possible (only here though, it would be annoying if they would seriously work, and listen to Mickey Mouse singing about cheese
=============================
======== MAIN OUTPUT ========
=============================
Start a new java file
Create MainOutput Class
=> on the main method:
=> set look and feel // if possible
=> call on introduction
=> if it returns a positive value, or if it returns an object that that is equal to ENTER, proceed to the Main Window
=> otherwise, output a JOptionPane.showMessageDialog that talks about the credits and a bit about the authors, and then exit the program
=> checks to see if there are any txt files of:
=> studentNames, test1Marks, test2Marks, test3Marks, and examMarks
=> if it doesn't, then it creates them, with no input values as of yet.
=> call the MainWindow
=> set the visibility to true
=> set the size
=> set the default close operation
=> on exit, if it can, output a bit about the credits
==============================
======== CALCULATIONS ========
==============================
Start a new java file
Create a MainCalculation class
=> Create a MainCalculation construction with the following arguments:
=> the first test, the second test, the third test, and the exam, all already in double
=> calculates the average using the following model
=> test1 15% + test2 20% + test3 25% + exam 40%
=> returns the average:
=> it does this by calling a new method that will return the average
=============================
======== SAVING FILE ========
=============================
Start a new java file
Create a MainSave class
=> create a MainSave construction with the following arguments (this is the one that saves the whole class in its folder)
=> integer of the class that they are on
=> array of strings that has the student's names
=> array of doubles that has the student's first, second, third, and exam mark
=> appends them to their proper txt files in the folder of their class
=> would save in this order:
=> for (int i=0 ; i<studentNames.length();i++)
{
outputArea.append(studentNames[i]);
outputArea.append(test1Marks[i]);
outputArea.append(test2Marks[i]);
outputArea.append(test3Marks[i]);
outputArea.append(examMarks[i]);
}
=> it would have no "EOF" marker as a try catch exception will be used to read them back when the user clicks on 'VIEW'
=> create a MainSave construction with the following arguments
=> String of the class that they are on
=> String of the student's name
=> doubles of the student's first, second, third, and exam mark
=> saves them, line by line to a file with the student's name as the name of the txt file
=> the file is saved like this:
=> makes a new file (not append, because everything will be put back again)
=> name of student first
=> test1
=> test2
=> test3
=> exam
==============================
======== LOADING FILE ========
==============================
Start a new java file
Create a MainLoad class
=> create a MainLoad construction with the following arguments
=> integer of the class name (if this doesn't work, continue on with a massive folder with all of the files and the class name at the beginning)
=> (if it doesn't work, add all the files here eg. for the first class: 1StudentNames.txt, 1Test1Marks, 1Test2Marks, 1Test3Marks, 1ExamMarks)
=> read them back, and use either a vector, or the good ole array
=> eg. for the second class
=> the for loop will just go through, and count the number of lines it has, and put that to an integer variable called "num"
String studedentNames[] = new String [num]
=> create a MainLoad construction with the following arguments
=> String of the student name
=> using the student's name as the name of the txt file, find and put the information to its proper variables:
=> eg.
studentName = line;
line.inputBR.readLine()
test1=line;
line.inputBR.readLine()
test2=line;
line.inputBR.readLine()
test3=line;
line.inputBR.readLine()
exam=line;
=> then put them to the textfields, or just return these values in another method
*/
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class NewMarker extends JFrame
{
public NewMarker ()
{
// sets the name of the window
super ("SVA Year End Marker");
// will close when the user clicks on the X or the close button
setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE);
// sets the size
setSize (580, 410);
// MENU
// menu called File
JMenu fileMenu = new JMenu ("File");
// menu called Help
JMenu helpMenu = new JMenu ("Help");
// menuBar (will hold the menu items)
JMenuBar menuBar = new JMenuBar ();
// adds the menu items
menuBar.add (fileMenu);
menuBar.add (helpMenu);
// sets the menubar
setJMenuBar (menuBar);
MainPanel mainPanel = new MainPanel ();
}
public static void main (String[] arguments)
{
/********************************************************************************
tries a code that might generate errors *
if it doesn't work... then... *
uh... it will exit, probably, by the end of the project, or something
*
or maybe, it might no something completely different... like... *
open up a new browser window and tells the user that they should get *
a better program or seomthing so that the program will work
*
... *
or maybe this part of the code might get completely taken out *
we'll see *
*********************************************************************************/
// creates a NewMarker called sunnevaleMarker
NewMarker sunnyvaleMarker = new NewMarker ();
} // end of main method
} // end of NewMarker class
class MainPanel extends JPanel
{
// FOR EDITING STUDENT
// the JLabel and the JTextFielf for the name of the student
private JTextField studentNameTextField;
private JLabel studentNameLabel;
// the JLabel and the JTextField for the first test
private JTextField test1TextField;
private JLabel test1Label;
// the JLabel and the JTextField for the second test
private JTextField test2TextField;
private JLabel test2Label;
// the JLabel and the JTextField for the third test
private JTextField test3TextField;
private JLabel test3Label;
// the JLabel and the JTextField for the exam
private JTextField examTextField;
private JLabel examLabel;
MainPanel ()
{
// TOOLBAR
// creates the icons
ImageIcon newIcon = new ImageIcon ("new.jpg"); // the argument is the file/pic that the icon will have
ImageIcon saveIcon = new ImageIcon ("save.jpg");
ImageIcon loadIcon = new ImageIcon ("load.jpg");
ImageIcon viewAllIcon = new ImageIcon ("view.jpg");
// creates the buttons
JButton newBtn = new JButton ("New", newIcon); // the first argument is
JButton saveBtn = new JButton ("Save", saveIcon); // the "name" of the icon
JButton loadBtn = new JButton ("Load", loadIcon); // the second argument is
JButton viewBtn = new JButton ("View", viewAllIcon); // the ImageIcon that the button will use
// creates a JToolBar called toolBar
JToolBar toolBar = new JToolBar ();
toolBar.add (newBtn); // the argument is the component that will be added to the container
newBtn.addActionListener (
// anonymous inner class
new ActionListener ()
{
// method called when calculate JButton is pressed
public void actionPerformed (ActionEvent event)
{
NewJButtonActionPerformed (event);
}
} // end anonymous inner class
); // end call to addActionListener
//=====================================================
toolBar.add (saveBtn);
saveBtn.addActionListener (
// anonymous inner class
new ActionListener ()
{
// method called when calculate JButton is pressed
public void actionPerformed (ActionEvent event)
{
SaveJButtonActionPerformed (event);
}
} // end anonymous inner class
); // end call to addActionListener
//=====================================================
toolBar.add (loadBtn);
loadBtn.addActionListener (
// anonymous inner class
new ActionListener ()
{
// method called when calculate JButton is pressed
public void actionPerformed (ActionEvent event)
{
LoadJButtonActionPerformed (event);
}
} // end anonymous inner class
); // end call to addActionListener
//=====================================================
toolBar.add (viewBtn);
viewBtn.addActionListener (
// anonymous inner class
new ActionListener ()
{
// method called when calculate JButton is pressed
public void actionPerformed (ActionEvent event)
{
ViewJButtonActionPerformed (event);
}
} // end anonymous inner class
); // end call to addActionListener
//=====================================================
/************************************************************************
sets the layout to a border layout *
basically, a border layout divides a container into five sections: *
north, south, east, west, and center *
the components in the four walls get as much space as they need *
the center gets whatever is left *
setLayout (new BorderLayout ()); *
adds this to the MainPanel *
or it creates a new MainPanel called mainPanel *
*************************************************************************/
// gets another part of the container
MainPanel mainPanel = new MainPanel ();
// puts the toolbar to the north
add ("North", toolBar);
// puts the mainPanel into the center, or the rest
add ("Center", mainPanel);
// sets the visibility to true
// the user can see this
setVisible (true);
}
// method called when the user clicks on "New"
// to "create" a new fresh sheet
private void NewJButtonActionPerformed (ActionEvent event)
{
// sets everything to zero
studentNameTextField.setText ("");
test1TextField.setText ("");
test2TextField.setText ("");
test3TextField.setText ("");
examTextField.setText ("");
} // end method clearJButtonActionPerformed
// method called when the user clicks on the "Save"
// to save to the file,
private void SaveJButtonActionPerformed (ActionEvent event)
{
// error checks
if (studentNameTextField.getText ().equals ("") || test1TextField.getText ().equals ("") || test2TextField.getText ().equals ("") || test3TextField.getText ().equals ("") || examTextField.getText ().equals (""))
{
JOptionPane.showMessageDialog (null, "Please fill in all required information\nbefore trying to save.");
}
// another error check
try
{
double test = Double.parseDouble (test1TextField.getText ());
test = Double.parseDouble (test2TextField.getText ());
test = Double.parseDouble (test3TextField.getText ());
test = Double.parseDouble (examTextField.getText ());
}
catch (Exception e)
{
System.out.println ("Could not convert to double" + e.getMessage ());
e.printStackTrace ();
}
// from here
// to here is the code that will read the text fields and save them to a file
// called whatever
// sets everything to null
studentNameTextField.setText ("");
test1TextField.setText ("");
test2TextField.setText ("");
test3TextField.setText ("");
examTextField.setText ("");
} // end method clearJButtonActionPerformed
private void LoadJButtonActionPerformed (ActionEvent event)
{
// code that will read a couple of files / each student is one file
}
private void ViewJButtonActionPerformed (ActionEvent event)
{
// code here will take out all of the files, and output them in a neat fashion
}
}
class MainPanel extends JPanel
{
MainPanel ()
{
}
}
Last edited by archmage (2009-03-21 21:21:45)
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Ok I won't post here anymore since it seems to be leading to no good...
But I stand by what I say, your current code looks amateurish and unworkable. There is no way you can make a project like the kind you describe with poor coding. Good luck with your project, but to be honest it doesn't look like it will be the "best SSBB game on scratch" as you have described.
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YutPut wrote:
I am an expert in scratch, in fact, i just do not work very hard on many of them. This one wil take me months to make, but scratch is easy for me to use for i am an expert in C++, BYOND code, and many other extremely complicated codes. Scratch is no problem, and I already have the base code for the game done. The game wont as perfect as you aim for yours to be, but it will definitely have many more features. So, with all respect, please do not doubt my extremely expansive and knowledgable abilities. Thank you for your time.
Choppy movement, Bad way to make projectiles, and bad jumping don't brag because C++ is way different than scratch programming.
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i am changing the game's name to Super Smash Bros Maul because, even though my project was started before archmage's was even a thought, people will not beleive me and say "* are u talkin about"
Today's progress:
Darkrai added(lucario replacement)
new map + random map added
hub updates
NPC fixed yet again- all chars fight
Game's Name changed
Began programming adventure mode
jumping glitches fixed
delagged even more(wont delag beyond this because it will become too fast)
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so you guys are using BOYB to create SQL access for scratch so people cna "log in?"
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NXTGeek wrote:
so you guys are using BOYB to create SQL access for scratch so people cna "log in?"
thats possible in scratch?
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NXTGeek wrote:
so you guys are using BOYB to create SQL access for scratch so people cna "log in?"
Whao, I could do that using PHP but I don't think it is necessary.
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k, I can make a site on a exelent PHP server. If scratch can access SQL, then we could use the site (and forums.) so that is "saves" your game user password...etc.
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NXTGeek wrote:
k, I can make a site on a exelent PHP server. If scratch can access SQL, then we could use the site (and forums.) so that is "saves" your game user password...etc.
Really that is not necessary. Not to mention that the online connection features only work when the project is downloaded.
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ah, true. just an idea
---
either way, you have to download to save...
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