obj/var/owner
obj/housenka
icon='katon.dmi'
icon_state="housenka"
density=1
New(loc,d,o) //loc = location, d = direction, o = owner
..()
owner = o
if(src.dir==SOUTH)
y-=1
if(src.dir==NORTH)
y+=1
if(src.dir==EAST)
x+=1
if(src.dir==WEST)
x-=1
walk(src,d,2) //utilize the walk() proc's third argument please...
spawn(300) //30 seconds later...
del src //delete itself
Bump(atom/a)
if(ismob(a))
var/mob/M = a
var/mob/o = owner //type cast the obj's owner var
var/dmg = round(o.Ninjutsu*8/6) //usr = null >_>
M.health -= dmg
viewers(src)<<"[M] Takes [dmg] Damage from [o]'s housenka"
// if(M.hp <= 0)
// M.Death(o) //that's the kind of check that should happen anyway, yes?
del src //delete itself when bumping into ANYTHING
mob/verb/Housenka()
set category ="Ninjutsu"
set name ="Housenka"
usr.icon_state="jutsu"
sleep(5)
usr.icon_state="katon cast"
new/obj/housenka(loc,src.dir,src)
new/obj/housenka2(loc,src.dir,src)
new/obj/housenka3(loc,src.dir,src)
sleep(4)
usr.icon_state=""
obj/housenka3
icon='katon.dmi'
icon_state="housenka"
density=1
New(loc,d,o) //loc = location, d = direction, o = owner
..()
owner = o
if(src.dir==SOUTH)
x+=1
y-=1
if(src.dir==NORTH)
x-=1
y+=1
if(src.dir==EAST)
x-=1
y+=1
if(src.dir==WEST)
x+=1
y+=1
walk(src,d,2) //utilize the walk() proc's third argument please...
spawn(300) //30 seconds later...
del src //delete itself
Bump(atom/c)
if(ismob(c))
var/mob/M = c
var/mob/o = owner //type cast the obj's owner var
var/dmg = round(o.Ninjutsu*8/6) //usr = null >_>
M.health -= dmg
viewers(src)<<"[M] Takes [dmg] Damage from [o]'s housenka"
// if(M.hp <= 0)
// M.Death(o) //that's the kind of check that should happen anyway, yes?
del src //delete itself when bumping into ANYTHING
obj/housenka2
icon='katon.dmi'
icon_state="housenka"
density=1
New(loc,d,o) //loc = location, d = direction, o = owner
..()
owner = o
if(src.dir==SOUTH)
x-=1
y-=1
if(src.dir==NORTH)
x+=1
y+=1
if(src.dir==EAST)
x+=1
y+=1
if(src.dir==WEST)
x-=1
y+=1
walk(src,d,2) //utilize the walk() proc's third argument please...
spawn(300) //30 seconds later...
del src //delete itself
Bump(atom/b)
if(ismob(b))
var/mob/M = b
var/mob/o = owner //type cast the obj's owner var
var/dmg = round(o.Ninjutsu*8/6) //usr = null >_>
M.health -= dmg
viewers(src)<<"[M] Takes [dmg] Damage from [o]'s housenka"
// if(M.hp <= 0)
// M.Death(o) //that's the kind of check that should happen anyway, yes?
del src //delete itself when bumping into ANYTHING
Problem description:I got Location Set But It Wont GO there It Goes
NORTH
person
Fire Fire Fire and Goes UP
SOUTH
PERSON
FIRE FIRE FIRE GOES Down
EAST
PERSON
Fire FIRE FIRE Goesd East
WEST
Oppisiote of EAST