ID:263442
 
Code:
mob
verb
UseModel1()
set hidden = 1
if(usr.MODEL_L == 1)
var/temp1 = usr.icon
usr.icon = 'model_l.dmi'
usr.modelused = "L"
usr.HP = usr.MaxHP
usr.MP = usr.MaxMP
usr.Custom = usr.FullCustom
spawn(600)
usr.icon = temp1
if(usr.MODEL_C == 1)
var/temp1 = usr.icon
usr.icon = 'model_c.dmi'
usr.modelused = "C"
usr.HP = usr.MaxHP
usr.MP = usr.MaxMP
usr.Custom = usr.FullCustom
spawn(600)
usr.icon = temp1
ChooseSkill()
set hidden = 1
var/list/eenu = list()
var/list/eenp = list()
var/list/efghg = list()
var/list/efgh = list()
var/list/efg = list()
var/list/ef = list()
if(usr.modelused == "L")

switch(input("Choose your {C} Skill",,"Dash","Immunize"))
if("Dash")
usr.skill3 = "Dash"
if("Immunize")
usr.skill3 = "Immunize"
spawn(20)

switch(input("Choose your {Z} Skill",,"Critical Strike","Lunge Strike","Legendary Slashes"))
if("Critical Strike")
usr.skill1 = "Critical Strike"
if("Lunge Strike")
usr.skill1 = "Lunge Strike"
if("Legendary Slashes")
usr.skill1 = "Legendary Slashes"
spawn(20)


switch(input("Choose your {X} Skill",,"Critical Strike","Lunge Strike","Legendary Slashes"))
if("Critical Strike")
usr.skill2 = "Critical Strike"
if("Lunge Strike")
usr.skill2 = "Lunge Strike"
if("Legendary Slashes")
usr.skill2 = "Legendary Slashes"

Check1()
if(usr.skill1 == "Critical Strike")
usr.Critical_Strike()

if(usr.skill1 == "Lunge Strike")
usr.Lunge_Strike()

if(usr.skill1 == "Legendary Slashes")
usr.Legendary_Slashes()

if(usr.skill1 == "Scope Gun")
usr.Scope_Gun()

if(usr.skill1 == "Fire Shot")
usr.Fire_Shot()

if(usr.skill1 == "Paralyze Shot")
usr.Paralyze_Shot()
/* menu += "Light Punch"
menu += "Enlight"
menu += "Enedarkrum"*/


if(usr.skill1 == "Light Punch")
usr.Light_Punch()

if(usr.skill1 == "Enlight")
usr.Enlight()

if(usr.skill1 == "Enedarkrum")
usr.Enedarkrum()



Check2()
if(usr.skill2 == "Critical Strike")
usr.Critical_Strike()

if(usr.skill2 == "Lunge Strike")
usr.Lunge_Strike()

if(usr.skill2 == "Legendary Slashes")
usr.Legendary_Slashes()

if(usr.skill2 == "Scope Gun")
usr.Scope_Gun()

if(usr.skill2 == "Fire Shot")
usr.Fire_Shot()

if(usr.skill2 == "Paralyze Shot")
usr.Paralyze_Shot()
/* menu += "Light Punch"
menu += "Enlight"
menu += "Enedarkrum"*/


if(usr.skill2 == "Light Punch")
usr.Light_Punch()

if(usr.skill2 == "Enlight")
usr.Enlight()

if(usr.skill2 == "Enedarkrum")
usr.Enedarkrum()

Check3()
if(usr.skill3 == "Dash")
usr.Dash()

if(usr.skill3 == "Repeat Two Punches")
usr.Dash()

if(usr.skill3 == "Immunize")
usr.Immunize()

if(usr.skill3 == "Target Nearest Player")
usr.Target_Nearest_Monster()
//----- Attack Verb

mob
verb
Attack() //the verb name, look no var/mob/M in oview(1)
set category = "Fight"
if(src.attacking == 0) //if 0 it attacks if 1 it doesnt
var/obj/K = new/obj/swordyy //assigns the sword to K
// PLEASE keep in mind that the sword is a visual effec it does no real damage
src.attacking = 1 //makes it so you cant attack while it equals 1
K.dir = src.dir //make the direction of K(sword) the direction of the player
K.loc = src.loc //gives the loc of K(sword) the same as the player
step(K, dir) //K(sword) take a step in the direction of the player
var/turf/X = K.loc //the turf the sword is on
spawn(3)//this nifty thing sleeps for the lines underneath it but continues the rest of the code as normal
del(K) //deletes the visual sword
for(var/mob/M as mob in X) //the mob (if any) that is in the loc of the sword
if(M == src) //if that mob is the player, it continues out of the loop
continue
var/damage = usr.Strength - M.def //assigns a random number between 1 and 5 to damage
if(prob(85))//You got a 70% chance of it continueing and not going to the else
if(M.HP >= 0)
M.HP -= damage //the mobs hp is subtracted by the number in damage
s_damage(M,damage,"#ff0000")
M.check()
M.Death()
else //if you didn't hit
src<<"You attempt to attack [M] but miss!" //says player miss
sleep(5) //code sleeps for 7/10 of a second, this is waht keeps marcos for super fast attacks
src.attacking = 0 //attacking goes to 0, now the usr can attack again
mob/var
attacking = 0 //the variable to keep people from using super fast marcos
// --- shortcuts.dms
macro
a return "Attack"
s return "Invis"
d return "Heal"
z return "Check1"
x return "Check2"
c return "Check3"
v return "ChooseSkill"
q return "UseModel1"
i return "Change_Icon"
o return "Add_Sword"
// --- special attacks
client
DblClick(mob/M)
//If what was click was a mob/M
if(istype(M))
//have the usr call the Targeting proc on M
call(usr,/mob/proc/Target)(M)
//Do the previous click function
..()

mob
proc
Target(M)
//world << "[M]"

//Delete the old enemy_icon
del src.enemy_marker

//reset the targeting icon
src.target_icon = 'selected.dmi'

//Color icon for clients
if(M:client)
src.target_icon += rgb(0,0,180)
//Color icon for nonclients
else
src.target_icon += rgb(0,180,0)

//set the enemy
src.enemy = M
//set the marker
src.enemy_marker = image(usr.target_icon,M)

//show the marker
src << usr.enemy_marker
mob
proc

/************
**LEGENDARY**
************/


//SUPPORT

Dash(mob/M in oview(5))
src.loc = M.loc
src:y -= 1
src.MP -= 1

Immunize()
if(src.attacking == 0)
if(src.MP >= 30)
src.attacking = 1
src.density = 0
sleep(2)
src.attacking = 0
sleep(23)
src.density = 1
src.MP -= 30
else
src<<"You dont have enough MP!"

//ATTACK

Critical_Strike()
if(src.attacking == 0)
if(src.MP >= 15)
var/obj/K = new/obj/swordyy
src.attacking = 1
K.dir = src.dir
K.loc = src.loc
step(K, dir)
//
var/turf/X = K.loc
spawn(3)
del(K)
for(var/mob/M as mob in X)
if(M == src)
continue
var/damage = src.Strength + rand(1,10)
M.HP -= damage
flick("fight",src)
sleep(3)
s_damage(M,damage,"#ff0000")
M.check()
M.Death()
src.MP -= 15
sleep(5)
src.attacking = 0
else
src<<"You dont have enough MP!"


Lunge_Strike()
if(src.attacking == 0)
if(src.MP >= 25)
src.attacking = 1
var/mob/M
var/damage = (src.Strength + M.def - rand(3,7)) - M.def
for(M in oview(3))
if(M == src.enemy)
M.overlays += M.screendiv
sleep(3)
M.overlays -= M.screendiv
s_damage(M,damage,"#ff0000")
M.HP -= damage
flick("fight",src)
sleep(3)
M.Death()
src.MP -= 25
sleep(6)
src.attacking = 0
else
src<<"Double-Click in someone to create a target in a 3x3 view around you.Then, try again."
else
src<<"You dont have enough MP!"

Legendary_Slashes()
if(src.attacking == 0)
if(src.MP >= 35)
src.attacking = 1
var/mob/M
var/damage = (src.Strength * 1.5) - (M.def * 2)
flick("fight",src)
for(M in oview(4))
if(M.attacking == 0)
sleep(3)
M.overlays += z3
sleep(3)
M.overlays -= z3
s_damage(M,damage,"ff0000")
M.HP -= damage
sleep(3)
M.Death()
src.MP -= 35
sleep(11)
src.attacking = 0
else
src<<"You dont have enough MP!"


Problem description: Ok, I use the model Legendary to test the game. But, when i activate it, I press "v" to choose the main skills, and no window appears. And after I transform, i can't attack anymore. Please, tell me, where's the problem? :(

Bump
In response to Pharaoh Atem
Pharaoh Atem wrote:
Bump

Bump again, it was on the third page.
Can someone please help me?(or try to.)
In response to Pharaoh Atem
Well, I believe people (at least me) simply think that code is too horrible to be bothered with. Sorry. Make sure you read the DM Guide, then re-write it.