if(mob.icon == 'Fire Dinosaur.dmi')
view(6) << "<b>[usr.key]:</b><i> Fire Blast</i>"
mob.Special = 1
var/obj/Attacks/Firehead/F = new /obj/Attacks/Firehead
F.owner = mob
F.loc = mob.loc
walk(F,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F1 = new /obj/Attacks/Firebody
F1.owner = mob
F1.loc = mob.loc
walk(F1,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F2 = new /obj/Attacks/Firebody
F2.owner = mob
F2.loc = mob.loc
walk(F2,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F3 = new /obj/Attacks/Firebody
F3.owner = mob
F3.loc = mob.loc
walk(F3,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F4 = new /obj/Attacks/Firebody
F4.owner = mob
F4.loc = mob.loc
walk(F4,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F5 = new /obj/Attacks/Firebody
F5.owner = mob
F5.loc = mob.loc
walk(F5,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F6 = new /obj/Attacks/Firebody
F6.owner = mob
F6.loc = mob.loc
walk(F6,mob.dir,0)
sleep(1)
var/obj/Attacks/Firebody/F7 = new /obj/Attacks/Firebody
F7.owner = mob
F7.loc = mob.loc
walk(F7,mob.dir,0)
sleep(1)
mob.Special = 0
return
Firehead
icon = 'FireBlasthead.dmi'
icon_state = ""
layer = 5
power = 100
dis = 7
density = 1
animate_movement = NO_STEPS
Bump(atom/O)
if(ismob(O))
for(var/mob/M in world)
if(M == O)
var/damage = owner.Strenght-M.Defence+rand(1,5)+power
if(owner.Type == "Fire"||owner.SubType == "Fire")
damage = damage*2
if(M.Type == "Wood"||M.Type == "Ice")
damage = damage*2
if(M.Type == "Aqua")
damage = damage/2
if(damage < 0)
return
M.HP -= damage
if(O in world)
src.loc = O.loc
owner << "<<<<font color=red>You have made [damage] points of damage to [M]</font>>>>"
M << "<<<<font color=red>[owner] has made [damage] points of damage to you</font>>>>"
M.KO(owner)
if(isobj(O))
if(O in world)
if(O.name == "Force")
src.dis = 0
src.loc = O.loc
if(isturf(O))
if(O in world)
src.loc = O.loc
else
if(O in world)
src.loc = O.loc
Move()
dis--
if(dis <= 0)
sleep(0.5)
del(src)
..()
New()
spawn(20)
for(var/obj/Attacks/Firehead/F in src)
del(F)
del(src)
Firebody
icon = 'FireBlastBody.dmi'
icon_state = ""
layer = 5
power = 60
dis = 7
density = 1
animate_movement = NO_STEPS
Bump(atom/O)
if(ismob(O))
for(var/mob/M in world)
if(M == O)
var/damage = owner.Strenght-M.Defence+rand(1,5)+power
if(owner.Type == "Fire"||owner.SubType == "Fire")
damage = damage*2
if(M.Type == "Wood"||M.Type == "Ice")
damage = damage*2
if(M.Type == "Aqua")
damage = damage/2
if(damage < 0)
return
M.HP -= damage
if(O in world)
src.loc = O.loc
owner << "<<<<font color=red>You have made [damage] points of damage to [M]</font>>>>"
M << "<<<<font color=red>[owner] has made [damage] points of damage to you</font>>>>"
M.KO(owner)
if(isobj(O))
if(O in world)
if(O.name == "Force")
src.dis = 0
src.loc = O.loc
if(isturf(O))
if(O in world)
src.loc = O.loc
else
if(O in world)
src.loc = O.loc
Move()
dis--
if(dis <= 0)
sleep(0.5)
del(src)
..()
New()
spawn(20)
for(var/obj/Attacks/Firebody/F in src)
del(F)
del(src)
Problem description:
Well the Fire Blast must become
in 1 Row but it starts on me . can some1 help me whit this ?
well can some1 help me ?
Thank you for reading :D