Problem description:
hi im trying to make a techniqe that has 3 icons put together like 3 icon stats but when ufire it moves at once so it should look sorat like this when ur firing
----------( )-------------
------( )( )( )--------- <thats the beam cming out.
if anyonr can plz help me id aperciate it here is my beam and vars
obj/projectile
icon = 'projectiles.dmi'
density = 0
var
delay = 2
list/trails = new
max_trails = 0
length=20
dmg=2
splash
mob/owner
proc
TrailDelete()
spawn(20) // this is how long the trail lasts
del(src)
Shot()
var/mob/O=src.owner
var/turf/T=src.loc
step(src,src.dir)
for(var/mob/M in T)
if(M!=O)
M.health-=src.dmg
M.DeathCheck(O)
for(var/obj/projectile/D in world)
if(D.owner==O)
del(D)
del(src)
src.length--
if(!src.length)
for(var/obj/projectile/D in world)
if(D.owner==O)
del(D)
del(src)
spawn(src.delay)src.Shot()
BeamShot()
var/mob/O=src.owner
var/obj/projectile/B
var/turf/T=src.loc
step(src,src.dir)
for(var/mob/M in T)
if(M!=O)
M.health-=src.dmg
M.DeathCheck(O)
for(var/obj/projectile/D in world)
if(D.owner==O)
del(D)
del(src)
src.length--
if(!src.length)
for(var/obj/projectile/D in world)
if(D.owner==O)
del(D)
del(src)
sleep(src.delay)
B = new
B.icon_state="[src.icon_state]T"
switch(src.dir)
if(WEST)
B.loc = locate(src.x+1,src.y,src.z)
if(EAST)
B.loc = locate(src.x-1,src.y,src.z)
if(NORTH)
B.loc = locate(src.x,src.y-1,src.z)
if(SOUTH)
B.loc = locate(src.x,src.y+1,src.z)
B.dir = src.dir
B.owner =O
step(B,B.dir)
B.TrailDelete()
spawn(src.delay)src.BeamShot()
Deadly
icon_state = "soren sokatsui"
delay = 1
dmg=100
Kurosaki_power
icon_state = "zan"
delay = 1
dmg=1
Final_Strike
icon_state = "bigbang"
delay = 3
dmg=500
splash=5
/* New()
..()
src.icon_state = "[src.icon_state]head"
Del()
for(var/A in src.trails) del A
..()
Move()
var/mob/N=src.owner
for(var/mob/M in get_step(src,src.dir))
M.Hp-=src.power
M.DeathCheck(N)
var/turf/old_loc = src.loc
. = ..()
if(!.) return
var/obj/O = new(old_loc)
O.name = "trail"
O.dir = src.dir
O.icon = icon(src.icon,"[initial(src.icon_state)]trail")
src.trails += O
if(src.max_trails && src.trails.len > src.max_trails)
var/a = src.trails[1]
src.trails -= a
del a*/
Rawr
icon_state = "Raikoho_head"
dmg=3
splash=2
Blue_Blast
icon_state = "ka_head"
dmg=1
splash=2
EnergyBeam
icon_state = "energybeam_head"
max_trails = 5
Blue_Blast1
icon_state = "poo"
dmg=1
splash=2
verb
Kurosaki_power()
set category = "Shoot"
var/obj/projectile/Kurosaki_power/P = new
P.loc=src.loc
P.owner=src
P.dir=src.dir
P.dmg=usr.Reiatsu*0.3
P.Shot()
Final_Strike()
set category = "Shoot"
var/obj/projectile/Final_Strike/P = new
P.loc=src.loc
P.owner=src
P.dmg=usr.Reiatsu*0.3
P.dir=src.dir
P.Shot()
Blue_Blast()
set category = "Shoot"
var/obj/projectile/Blue_Blast/P = new
P.loc=src.loc
P.owner=src
P.dmg=usr.Reiatsu*0.3
P.dir=src.dir
P.BeamShot()
EnergyBeam()
set category = "Shoot"
var/obj/projectile/EnergyBeam/P = new
P.loc=src.loc
P.owner=src
P.dmg=usr.Reiatsu*0.3
P.dir=src.dir
P.BeamShot()
Deadly()
set category = "Shoot"
var/obj/projectile/Deadly/P = new
P.loc=src.loc
P.owner=src
P.dmg=usr.Reiatsu*0.3
P.dir=src.dir
P.Shot()
Kaaaaa()
set category = "Shoot"
var/obj/projectile/Rawr/P = new
P.loc=src.loc
P.owner=src
P.dmg=usr.Reiatsu*0.3
P.dir=src.dir
P.BeamShot()
mob
var/Str = 5
var/Def = 5
var/maxHp = 100
var/maxReiatsu=100
var/Endurance = 5
var/Reiatsu= 100
var/wealth=100
var/maxStr=5
var/maxDef=5
var/Level=1
var/Rank="Starter"
var/inventory[0]
var/exp=0
var/maxexp=100
obj/var/Str=0
var/Reiatsu=100
obj/var/Hp=100
mob
proc
DeathCheck(mob/M)
if (src.health <= 0)
world << "[src] dies at the hands of [M]!"
del(src) //delete whatever just died
src.health = 30
src.loc= locate(1,1,2)
// BEGIN_INTERNALS
// END_INTERNALS
// BEGIN_FILE_DIR
#define FILE_DIR .
#define FILE_DIR "backup"
// END_FILE_DIR
// BEGIN_PREFERENCES
// END_PREFERENCES
// BEGIN_INCLUDE
// END_INCLUDE