mob/proc/kiblast()
set category = "Skills"
var/damage=round(usr.Statmaxki/2)
damage+=rand(-4,2)
usr.Kiblas("[src.name]",damage)
obj/Skills
Ki_Blast //this will be modded to make up any projectile attacks!
density=1 //make sure it can actualy hit stuff!
var/mob/Owner //somebody had to shoot it right?
var/damage //and we want it to actualy hurt stuff eh?
icon='Ki Blast.dmi' //setup its icon
New()
spawn(100) del src //this will automaticaly delete it after 10 seconds, if its still around
Bump(mob/M)
if(ismob(M))
if(src.Owner) //make sure it has an owner! otherwise dont bother
M.Statpowerlevel-=src.damage
M.DamageShow(damage,200,0,0) //flashes the damage on the screen
M.DeathCheck(src.Owner)
del src
Bump(obj/M)
if(isobj(M))
if(src.Owner) //make sure it has an owner! otherwise dont bother
M.Statpowerlevel-=src.damage
M.DamageShow(damage,200,0,0)
M.DeathCheck(src.Owner)
del src
mob/proc/Kiblas(var/IS,var/damage) //the arguments inside the () allow us to easily customize the proc
//The Icon States for this proc are Kept in Projectiles.dmi
//Simply add a new icon state and name it to match the skill and youre good to go!
var/obj/Skills/Ki_Blast/P=new() //first we'll make a new projectile
P.icon_state=IS //this sets the icon state to whatever we need
P.damage=damage //this will set up the damage that we passed in through the arguments
P.Owner=src //set its owner to the person that shot it
P.dir=src.dir //make it face the same direction as the attacker
P.loc=src.loc //locate it on the player
walk(P,src.dir)
// ...
obj/CW/Stone
icon='Walls.dmi'
icon_state="stone"
density=1
dead=0
Statpowerlevel=1000
mob/proc
DeathCheck(mob/Killer)
if(src.Statpowerlevel<=0)
if(src.key)
world << "<font color = red><b>Death Info: </font> <b>[src] has been killed by [Killer]"
src.Statpowerlevel=src.Statmaxpowerlevel //restores users HP and MP after dying
src.Statki=src.Statmaxki
src.dead=1
src.loc=locate(6,69,2)
src.overlays+= /obj/Players_Overlays/Halo
else
Killer<<"You defeated [src] You Gained <b>[src.exp]</b> EXP and <b>[src.Zenie]</b> Zenie"
Killer.exp+=src.exp
Killer.Zenie+=src.Zenie
Killer.LevelCheck()
Killer.CheckScore()
del src
mob/proc/DamageShow(var/damage,var/VarR=200,VarG=0,VarB=0) //input the amount, then rgb values to change color
if(istext(damage)) //if your send the proc something like Block it will display that instead of #s
var/obj/O=new/obj/Supplemental/DamageNum //creates the new object
O.loc=locate(src:x,src:y,src:z) //locates it at the damaged person
flick("[damage]",O) //this flashes the Block icon state, or whichever u sent
return //then return because we dont want to show numbers
damage=num2text(damage) //this converts the number to text so we can chop it up
var/pxplus=-7 //offsets the damage by -7 pixels
var/spot=0 //used for cutting out the text
while(pxplus<(length(damage)*7)-7) //this makes it show itll only display a max of 7 numbers
spot+=1 //determines where we're cutting
pxplus+=7 //bump the pixel display by 7 each # so they dont overlap
var/obj/Supplemental/DamageNum/O=new() //create the new number
O.pixel_x+=pxplus //offset the numbers pixel display
O.loc=locate(src:x,src:y,src:z) //locate it at the person being hurt
O.icon+=rgb(VarR,VarG,VarB) //changes the color of the damage so we can use the same icon for healing, criticals, etc
flick("[copytext(damage,spot,spot+1)]",O)
Problem description: Well the problem is when i try to run it this Says:
loading Dragon Ball Z United Warriors.dme
loading Skin.dmf
Skills\Ki Blast.dm:27:error: M.DamageShow: undefined proc
Skills\Ki Blast.dm:28:error: M.DeathCheck: undefined proc
Procedures.dm:48:warning: NL: variable defined but not used
Dragon Ball Z United Warriors.dmb - 2 errors, 1 warning (double-click on an error to jump to it)
The Errors are form the Bump(obj/M) any idea of how to fix it
I will just let gathor appear and save the day as usual
But for your imediate need, here is the bump after I tweaked it
Mine