mob
verb
FireBall()
set category = "Jutsus"
set name = "Fire Ball Jutsu"
src.icon_state="Jutsu"
if(usr.Fight==1) // If the mob's firing var is one...
return
return
if(usr.froze)
usr<<"Your frozen"
return
if(usr.PK==1)
usr<<"NON PK ZONE!"
return
if(usr.resting==1)
usr<<"Not while resting"
return
if(usr.Chakra < 150)
usr<<"You Dont Got The Right amount Of Chakra"
else // If the firing var isn't 1...
usr.Chakra -= 150
usr.Fight = 1
usr.froze=1
var/obj/middle/G = new /obj/middle
var/obj/left/L = new /obj/left
var/obj/right/R = new /obj/right
var/obj/TopRight/TR = new /obj/TopRight
var/obj/TopLeft/TL = new /obj/TopLeft
var/obj/Top/TO = new /obj/Top
var/obj/Bright/BR = new /obj/Bright
var/obj/Bleft/BL = new /obj/Bleft
var/obj/bottom/B = new /obj/bottom
var/obj/Tail/T = new /obj/Tail
view()<<"<Font Color=white>([Village])-<Font Color=Yellow>([rank])-<Font Color=white>[usr]: <FONT COLOR=#8b0000>F</FONT><FONT COLOR=#a80000>i</FONT><FONT COLOR=#c60000>r</FONT><FONT COLOR=#e30000>e</FONT><FONT COLOR=#ff0000> </FONT><FONT COLOR=#ff1200>S</FONT><FONT COLOR=#ff2300>t</FONT><FONT COLOR=#ff3500>y</FONT><FONT COLOR=#ff4500>l</FONT><FONT COLOR=#e33500>e</FONT><FONT COLOR=#c62300> </FONT><FONT COLOR=#a81200>F</FONT><FONT COLOR=#8b0000>i</FONT><FONT COLOR=#a20e00>r</FONT><FONT COLOR=#ba1c00>e</FONT><FONT COLOR=#d12a00> </FONT><FONT COLOR=#e93800>B</FONT><FONT COLOR=#ff4500>a</FONT><FONT COLOR=#ff3500>l</FONT><FONT COLOR=#ff2300>l</FONT><FONT COLOR=#ff1200> </FONT><FONT COLOR=#ff0000>J</FONT><FONT COLOR=#e30000>u</FONT><FONT COLOR=#c60000>t</FONT><FONT COLOR=#a80000>s</FONT><FONT COLOR=#8b0000>u</FONT>"
if(usr.dir==WEST)
if(TO)
TO.loc = usr.loc
TO.x-=3
TO.y+=1
if(B)
B.loc = usr.loc
B.x-=3
B.y-=1
if(G)
G.loc = usr.loc
G.x-=3
if(L)
L.loc = usr.loc
L.x-=4
if(R)
R.loc = usr.loc
R.x-=2
if(BR)
BR.loc = usr.loc
BR.x-=2
BR.y-=1
if(BL)
BL.loc = usr.loc
BL.x-=4
BL.y-=1
if(T)
T.dir = usr.dir
T.loc = usr.loc
T.x-=1
if(TR)
TR.loc = usr.loc
TR.x-=2
TR.y+=1
if(TL)
TL.loc = usr.loc
TL.x-=4
TL.y+=1
if(usr.dir==EAST)
if(TO)
TO.loc = usr.loc
TO.x+=3
TO.y+=1
if(B)
B.loc = usr.loc
B.x+=3
B.y-=1
if(G)
G.loc = usr.loc
G.x+=3
if(L)
L.loc = usr.loc
L.x+=2
if(R)
R.loc = usr.loc
R.x+=4
if(BR)
BR.loc = usr.loc
BR.x+=4
BR.y-=1
if(BL)
BL.loc = usr.loc
BL.x+=2
BL.y-=1
if(T)
T.dir = usr.dir
T.loc = usr.loc
T.x+=1
if(TR)
TR.loc = usr.loc
TR.x+=4
TR.y+=1
if(TL)
TL.loc = usr.loc
TL.x+=2
TL.y+=1
if(usr.dir==SOUTH)
if(BR)
BR.loc = usr.loc
BR.y-=4
BR.x+=1
if(T)
T.loc = usr.loc
T.y-=1
T.x+=0
if(G)
G.loc = usr.loc
G.y-=3
if(L)
L.loc = usr.loc
L.y-=3
L.x-=1
if(R)
R.loc = usr.loc
R.y-=3
R.x+=1
if(TR)
TR.loc = usr.loc
TR.y-=2
TR.x+=1
if(TL)
TL.loc = usr.loc
TL.y-=2
TL.x-=1
if(BL)
BL.loc = usr.loc
BL.y-=4
BL.x-=1
if(B)
B.loc = usr.loc
B.y-=4
if(TO)
TO.loc = usr.loc
TO.y-=2
if(usr.dir==NORTH)
if(BR)
BR.loc = usr.loc
BR.y+=2
BR.x+=1
if(T)
T.loc = usr.loc
T.y+=1
T.x+=0
if(G)
G.loc = usr.loc
G.y+=3
if(L)
L.loc = usr.loc
L.y+=3
L.x-=1
if(R)
R.loc = usr.loc
R.y+=3
R.x+=1
if(TR)
TR.loc = usr.loc
TR.y+=4
TR.x+=1
if(TL)
TL.loc = usr.loc
TL.y+=4
TL.x-=1
if(BL)
BL.loc = usr.loc
BL.y+=2
BL.x-=1
if(B)
B.loc = usr.loc
B.y+=2
if(TO)
TO.loc = usr.loc
TO.y+=4
for(var/mob/M in oview(4,usr))
if(G)
if(M.loc==BR.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(T)
if(M.loc==T.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(L)
if(M.loc==L.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(R)
if(M.loc==R.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(TL)
if(M.loc==TL.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(TR)
if(M.loc==TR.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(BL)
if(M.loc==BL.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(B)
if(M.loc==B.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(TO)
if(M.loc==TO.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
for(var/mob/M in oview(4,usr))
if(BR)
if(M.loc==BR.loc)
var/damage
damage=usr.Ninjutsu*4 / 2
view()<<"[M] Takes [damage] Damage From [usr]'s FireBall"
M.hp-=damage
// if(M.hp<=0)
// M.Death(usr)
spawn(50)
del(G)
del(L)
del(R)
del(TR)
del(TL)
del(TO)
del(B)
del(BR)
del(BL)
del(T)
usr.froze=0
usr.Fight=0
obj
icon='Fire ball.dmi'
layer=5
middle
icon_state="5"
density=1
left
icon_state="4"
density=1
right
icon_state="6"
density=1
Tail
icon_state="Tail"
density=1
TopRight
icon_state="3"
density=1
TopLeft
icon_state="1"
density=1
Top
icon_state="2"
density=1
bottom
icon_state="8"
density=1
Bleft
icon_state="7"
density=1
Bright
icon_state="9"
density=1
Problem description:Will not give damage to thest mobs
mob
enemy//..attack
Naruto
name= "Naruto"
icon='Sasuke_naruto.dmi'
icon_state="N"
//density=1
Sasuke
name= "Sasuke"
icon='Sasuke_naruto.dmi'
icon_state="S"
//density=1