obj/spells
var
mob
caster = null
bullet
icon='fx.dmi'
icon_state="bullets"
layer=5
density=1
Bump(mob/M)
//here is the effects
if(M.client)//if it is a mob
if(M.class == caster.class)
usr << "NO!"
return
if(caster.altitude!=M.altitude)
caster << "<i><font color=red>You shoot at [M] but you are not on the same altitude so you do no damage!"
return
if(M.altitude==caster.altitude)
if(M.barrelroll==1)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 5 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 5 dmg!"
caster << "<font color=green><font size=2>*You gain 5 credits!"
M.armor-=5
deathcheck(M)
allydmgcheck(M)
caster.credits+=5
del(src)
return
if(M.loop==1)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] but misses!"
M << "<font color=red><font size=2>*You dodge [caster]'s shots!"
// caster << "<font color=green><font size=2>*You gain 5 credits!"
// M.armor-=5
// deathcheck(M)
// caster.credits+=5
del(src)
return
if(M.hardright==1)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 3 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 3 dmg!"
caster << "<font color=green><font size=2>*You gain 3 credits!"
M.armor-=3
deathcheck(M)
allydmgcheck(M)
caster.credits+=3
del(src)
return
if(M.hardleft==1)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 3 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 3 dmg!"
caster << "<font color=green><font size=2>*You gain 3 credits!"
M.armor-=3
deathcheck(M)
allydmgcheck(M)
caster.credits+=3
del(src)
return
if(M.zigzag==1)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 4 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 4 dmg!"
caster << "<font color=green><font size=2>*You gain 4 credits!"
M.armor-=4
deathcheck(M)
allydmgcheck(M)
caster.credits+=4
del(src)
return
///////////////////////////////////////
//////////////////////////////////////
if(M.barrelroll==0)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 10 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 10 dmg!"
caster << "<font color=green><font size=2>*You gain 10 credits!"
M.armor-=10
deathcheck(M)
allydmgcheck(M)
caster.credits+=10
del(src)
return
if(M.loop==0)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 10 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 10 dmg!"
caster << "<font color=green><font size=2>*You gain 10 credits!"
M.armor-=10
deathcheck(M)
allydmgcheck(M)
caster.credits+=10
del(src)
return
if(M.hardright==0)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 10 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 10 dmg!"
caster << "<font color=green><font size=2>*You gain 10 credits!"
M.armor-=10
deathcheck(M)
allydmgcheck(M)
caster.credits+=10
del(src)
return
if(M.hardleft==0)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 10 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 10 dmg!"
caster << "<font color=green><font size=2>*You gain 10 credits!"
M.armor-=10
deathcheck(M)
allydmgcheck(M)
caster.credits+=10
del(src)
return
if(M.zigzag==0)
view() << "<font color=red><font size=2>*[caster]'s shoots at [M] for 10 dmg!"
M << "<font color=red><font size=2>*You have been hit by [caster] for 10 dmg!"
caster << "<font color=green><font size=2>*You gain 10 credits!"
M.armor-=10
deathcheck(M)
allydmgcheck(M)
caster.credits+=10
del(src)
return
Ok this is a projectile that gets shot out, my problem is that when you shoot it fast somtimes the bullets run into each other causing them to get stuck and give a proc error because it doesnt knwo what to do when bumping another bullet. Does anyone know how to make the bullets sort of by pass each other because there getting stuck or make it so that when they bump each other it doesnt do anthing or stop.