I'm having trouble with my PvP. After a battle, it starts right back up. I've looked and looked at it, and I'm not seeing anything. Any input would be appreciated.
-------
mob
verb
VerbList()
var/verbchoice = input("Command") in list ("Talk","Item","Cast","Equip","Search","PvP","Cancel")
switch(verbchoice)
if("Talk")
Talk()
if("Item")
Item()
if("Cast")
Cast()
if("Equip")
masterequip()
if("Search")
Search()
if("PvP")
PVP()
if("Cancel")
return ..()
PVP()
set category = null
for(var/mob/M in get_step(usr,usr.dir))
if(usr.preslocation != "town")
if(M.key && M.client)
if(inpvp == 0)
var/pvpq = input(M,"Wanna fight?") in list("No","Yes")
if(inpvp == 0)
switch(pvpq)
if("Yes")
pvp(usr,M)
..()
if("No")
usr << "[M.name] declines."
..()
else
usr << "This person is already in a fight."
else
usr << "This person is already in a fight."
else
usr << "You can't pick a fight with an NPC."
else
usr << "You can't fight in towns."
mob/proc
pvp(mob/A as mob,mob/B as mob)
var
music
A << sound(null)
B << sound(null)
A.verbs -= /mob/verb/Cast
A.verbs -= /mob/verb/Item
A.verbs -= /mob/verb/VerbList
B.verbs -= /mob/verb/Cast
B.verbs -= /mob/verb/Item
B.verbs -= /mob/verb/VerbList
.=..()
music = 'dq4nmbat.mid'
A.inpvp = 1
B.inpvp = 1
A << sound(music,1)
B << sound(music,1)
A.battlecounter = 0
B.battlecounter = 0
A._GM_lockmove = 1
B._GM_lockmove = 1
A.dir = SOUTH
B.dir = SOUTH
A.onbattlefield = null
B.onbattlefield = null
Apvpmaincombat(A,B)
Apvpmaincombat(mob/A as mob,mob/B as mob)
var/MagicOp
if(A.battlecounter == 0)
A.battlestr = A.strequip
A.battledef = A.defequip
A.pvpop = input(A,"What do you wish to do?") in list ("Attack","Spell")
if(A.pvpop == "Spell")
for(var/C in A.battlespell)
tempbatspell += C
tempbatspell += "Cancel"
if(tempbatspell.len == 1)
A << "You don't have any spells that can be used in battle."
Apvpmaincombat(A,B)
else
MagicOp = input(A,"Which spell would you like to use?") in tempbatspell
if(MagicOp == "Cancel")
Apvpmaincombat(A,B)
if(MagicOp == "Sleep" || MagicOp == "StopSpell" || MagicOp == "PanicAll" || MagicOp == "Expel" || MagicOp == "TwinHits" || MagicOp == "SpeedUp" || MagicOp == "SlowAll" || MagicOp == "Transform" || MagicOp == "Upper" || MagicOp == "Increase" || MagicOp == "Ironize" || MagicOp == "Surround" || MagicOp == "Barrier" || MagicOp == "Healmore" || MagicOp == "Healall" || MagicOp == "HealUs" || MagicOp == "Healusall" || MagicOp == "Antidote" || MagicOp == "NumbOff" || MagicOp == "Awaken" || MagicOp == "CurseOff" || MagicOp == "Vivify" || MagicOp == "Revive" || MagicOp == "Return" || MagicOp == "Chance" || MagicOp == "Return")
A << "This spell is not implemented yet."
Apvpmaincombat(A,B)
if(MagicOp == "Beat" || MagicOp == "Defeat" || MagicOp == "Sacrifice" || MagicOp == "Disperse")
A << "You are not allowed to cast [MagicOp]."
Apvpmaincombat(A,B)
else
A.pvpop = MagicOp
for(var/D in tempbatspell)
tempbatspell -= D
Bpvpmaincombat(A,B)
Bpvpmaincombat(mob/A as mob,mob/B as mob)
var/MagicOp
if(A.battlecounter == 0)
B.battlestr = B.strequip
B.battledef = B.defequip
B.pvpop = input(B,"What do you wish to do?") in list ("Attack","Spell")
if(B.pvpop == "Spell")
for(var/C in B.battlespell)
tempbatspell += C
tempbatspell += "Cancel"
if(tempbatspell.len == 1)
B << "You don't have any spells that can be used in battle."
Bpvpmaincombat(A,B)
else
MagicOp = input(B,"Which spell would you like to use?") in tempbatspell
if(MagicOp == "Cancel")
Bpvpmaincombat(A,B)
if(MagicOp == "Sleep" || MagicOp == "StopSpell" || MagicOp == "PanicAll" || MagicOp == "Expel" || MagicOp == "TwinHits" || MagicOp == "SpeedUp" || MagicOp == "SlowAll" || MagicOp == "Transform" || MagicOp == "Upper" || MagicOp == "Increase" || MagicOp == "Ironize" || MagicOp == "Surround" || MagicOp == "Barrier" || MagicOp == "Healmore" || MagicOp == "Healall" || MagicOp == "HealUs" || MagicOp == "Healusall" || MagicOp == "Antidote" || MagicOp == "NumbOff" || MagicOp == "Awaken" || MagicOp == "CurseOff" || MagicOp == "Vivify" || MagicOp == "Revive" || MagicOp == "Return" || MagicOp == "Chance" || MagicOp == "Return")
B << "This spell is not implemented yet."
Bpvpmaincombat(A,B)
if(MagicOp == "Beat" || MagicOp == "Defeat" || MagicOp == "Sacrifice" || MagicOp == "Disperse")
B << "You are not allowed to cast [MagicOp]."
Bpvpmaincombat(A,B)
else
B.pvpop = MagicOp
for(var/D in tempbatspell)
tempbatspell -= D
battlesets(A,B)
battlesets(mob/A as mob, mob/B as mob)
var/tempagla
var/tempaglb
tempagla = A.aglequip + rand(-10,10)
tempaglb = B.aglequip + rand(-10,10)
if(tempagla == tempaglb)
var/fifif
fifif = rand(0,1)
if(fifif == 0)
tempagla += 1
else
tempaglb += 1
if(tempagla > tempaglb)
battle(A,B)
else
battle(B,A)
battle(mob/A as mob, mob/B as mob)
if(A.pvpop == "Attack")
A << 'attack.wav'
B << 'enemy-attack.wav'
sleep(10)
var/hitstr = round((A.battlestr - B.battledef)/2) + rand (-5,5)
view() << "[A.name] attacks [B.name]"
if(prob(A.crithitperc)&& hitstr > 0)
hitstr = A.battlestr + rand (-5,5)
view() << "Critical Hit!"
view() << 'criticalhit.wav'
sleep(10)
else if (hitstr <=0)
hitstr = rand (0,3)
if(hitstr > 0)
B.hp -= hitstr
view() << 'hit.wav'
view() << "[A.name] does [hitstr] damage to [B.name]."
sleep(10)
else
view() << 'dodge.wav'
view() << "[A.name] misses [B.name]!"
sleep(10)
if(A.weaponname == "Falcon Sword")
A << 'attack.wav'
B << 'enemy-attack.wav'
sleep(10)
hitstr = round((A.battlestr - B.battledef)/2) + rand (-5,5)
view() << "[A.name] attacks [B.name]"
if(prob(A.crithitperc)&& hitstr > 0)
hitstr = A.battlestr + rand (-5,5)
view() << "Critical Hit!"
view() << 'criticalhit.wav'
sleep(10)
else if (hitstr <=0)
hitstr = rand (0,3)
if(hitstr > 0)
B.hp -= hitstr
view() << 'hit.wav'
view() << "[A.name] does [hitstr] damage to [B.name]."
sleep(10)
else
view() << 'dodge.wav'
view() << "[A.name] misses [B.name]!"
sleep(10)
else if(A.pvpop != "Attack")
var/damage
if(A.pvpop == "Blaze")
if(A.mp >= 2)
A.mp -= 2
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 10 + rand (-3,3)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blazemore")
if(A.mp >= 6)
A.mp -= 6
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 80 + rand (-10,10)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blazemost")
if(A.mp >= 12)
A.mp -= 12
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 180 + rand (-25,25)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Firebal")
if(A.mp >= 4)
A.mp -= 4
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 25 + rand (-5,5)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Firebane")
if(A.mp >= 6)
A.mp -= 6
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 35 + rand (-10,10)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Firebolt")
if(A.mp >= 12)
A.mp -= 12
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 100 + rand (-20,20)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Bang")
if(A.mp >= 5)
A.mp -= 5
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 20 + rand (-5,5)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Boom")
if(A.mp >= 9)
A.mp -= 9
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 60 + rand (-10,10)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Explodet")
if(A.mp >= 18)
A.mp -= 18
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 140 + rand (-20,20)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Infernos")
if(A.mp >= 4)
A.mp -= 4
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 15 + rand (-5,5)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Infermore")
if(A.mp >= 6)
A.mp -= 6
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 40 + rand (-10,10)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Infermost")
if(A.mp >= 9)
A.mp -= 9
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 90 + rand (-15,15)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Icebolt")
if(A.mp >= 3)
A.mp -= 3
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 30 + rand (-10,10)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Snowstorm")
if(A.mp >= 6)
A.mp -= 6
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 50 + rand (-15,15)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blizmost")
if(A.mp >= 9)
A.mp -= 9
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 70 + rand (-20,20)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blizzard")
if(A.mp >= 12)
A.mp -= 12
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 100 + rand (-30,30)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Zap")
if(A.mp >= 8)
A.mp -= 8
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 80 + rand (-30,15)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Thordain")
if(A.mp >= 30)
A.mp -= 30
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 200 + rand (-60,20)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "BeDragon")
if(A.mp >= 24)
A.mp -= 24
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 110 + rand (-55,55)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Sap")
if(A.mp >= 3)
A.mp -= 3
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = round(B.battledef/3)
B.battledef -= damage
view() << "[B.name]'s defense is reduced by [damage] points."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Defense")
if(A.mp >= 4)
A.mp -= 4
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = round(B.battledef/2)
B.battledef -= damage
view() << "[B.name]'s defense is reduced by [damage] points."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "RobMagic")
view() << "[A.name] casts RobMagic"
view() << 'spell.wav'
var/stealmagic = round(B.mp/2)
var/maxmagic = A.maxmp - A.mp
if(stealmagic == 0)
view() << "[B.name] doesn't have any MP to steal."
else
if(stealmagic < maxmagic)
view() << "[A.name] steals [stealmagic] from [B.name]."
A.mp += stealmagic
B.mp -= stealmagic
else
view() << "[A.name] steals [maxmagic] from [B.name]."
A.mp += maxmagic
B.mp -= maxmagic
if(A.pvpop == "Heal")
if(A.mp >= 3)
A.mp -= 3
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
var/healnum = 35 + round(A.intequip / 20)
var/diffhp = A.maxhp - A.hp
if(diffhp < healnum)
A.hp = A.maxhp
view() << "[A.name] was healed for [diffhp] HP."
else
A.hp += healnum
view() << "[A.name] was healed for [healnum] HP."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Healmore")
if(A.mp >= 7)
A.mp -= 7
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
var/healnum = 85 + round(A.intequip / 10)
var/diffhp = A.maxhp - A.hp
if(diffhp < healnum)
A.hp = A.maxhp
view() << "[A.name] was healed for [diffhp] HP."
else
A.hp += healnum
view() << "[A.name] was healed for [healnum] HP."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Healall")
if(A.mp >= 7)
A.mp -= 7
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
var/diffhp = A.maxhp - A.hp
A.hp = A.maxhp
view() << "[A.name] was healed for [diffhp] HP."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blaze")
if(A.mp >= 2)
A.mp -= 2
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 10 + rand (-3,3)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blaze")
if(A.mp >= 2)
A.mp -= 2
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 10 + rand (-3,3)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blaze")
if(A.mp >= 2)
A.mp -= 2
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 10 + rand (-3,3)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
if(A.pvpop == "Blaze")
if(A.mp >= 2)
A.mp -= 2
view() << "[A.name] casts [A.pvpop]."
view() << 'spell.wav'
sleep(10)
view() << 'hit.wav'
sleep(7)
damage = 10 + rand (-3,3)
B.hp -= damage
view() << "[B.name] receives [damage] damage."
else
view() << "[A.name] doesn't have enough MP to cast [A.pvpop]."
A.battlecounter += 1
B.battlecounter += 1
pvpdc(A,B)
pvpdc(mob/A as mob, mob/B as mob)
A << "[A.name]"
if(B.hp <= 0)
A << sound(null)
world << "[A.name] has defeated [B.name]."
var/tempgold = round(B.gold/2)
var/tempexp = B.level * 50
A.exp += tempexp
A.gold += tempgold
B.gold -= tempgold
A << "You receive [tempexp] exp. and [tempgold] gold."
B << "You have lost [tempgold] gold."
A << 'winbattle.wav'
sleep(12)
endpvpbattle(A,B)
if(B.hp > 0)
if (A.battlecounter%2==0)
Apvpmaincombat(A,B)
else
battle(B,A)
endpvpbattle(mob/A as mob, mob/B as mob)
var/music
if (A.battlearea != null)
var/turf/battlearea/U = A.battlearea
U.occupied = 0
A.battlearea = null
if (B.battlearea != null)
var/turf/battlearea/U = B.battlearea
U.occupied = 0
A.battlearea = null
A.verbs += /mob/verb/Cast
A.verbs += /mob/verb/Item
A.verbs += /mob/verb/VerbList
B.verbs += /mob/verb/Cast
B.verbs += /mob/verb/Item
B.verbs += /mob/verb/VerbList
A.battlestr = null
A.battledef = null
B.battlestr = null
B.battledef = null
if(A.hp <= 0)
A.density = 0
A.Move(locate(A.savex,A.savey,A.savez))
A.density = 0
A.hp = A.maxhp
A.mp = A.maxmp
if(A.savex == 17 && A.savey == 37 && A.savez == 2)
.=..()
music = 'dw3town2.mid'
usr << sound(music,1)
else if(A.savex == 27 && A.savey == 62 && A.savez == 5)
.=..()
music = 'dw4siste.mid'
usr << sound(music,1)
else if(A.savex == 56 && A.savey == 30 && A.savez == 2)
.=..()
music = 'dw4siste.mid'
usr << sound(music,1)
else
A.density = 0
A.Move(locate(A.oldlocx,A.oldlocy,A.oldlocz))
A.density = 1
A.preslocation = A.oldlocation
while(A.exp >= A.expreq)
checklevel(A)
if(A.preslocation == "natlan")
.=..()
music = 'dqmove_a.mid'
A << sound(music,1)
else if(A.preslocation == "satlan")
.=..()
music = 'dqmove_a.mid'
A << sound(music,1)
else if(A.preslocation == "ryuzak")
.=..()
music = 'dw3out.mid'
A << sound(music,1)
else if(A.preslocation == "ryuzak-atlancave")
.=..()
music = 'dw6overworld.mid'
A << sound(music,1)
else if(A.preslocation == "atlan_tazman_cave")
.=..()
music = 'dw1cave.mid'
A << sound(music,1)
else if(A.preslocation == "tazman")
.=..()
music = 'dw4yusha.mid'
A << sound(music,1)
if(B.hp <= 0)
B.density = 0
B.Move(locate(B.savex,B.savey,B.savez))
B.density = 0
B.hp = B.maxhp
B.mp = B.maxmp
if(B.savex == 17 && B.savey == 37 && B.savez == 2)
.=..()
music = 'dw3town2.mid'
usr << sound(music,1)
else if(B.savex == 27 && B.savey == 62 && B.savez == 5)
.=..()
music = 'dw4siste.mid'
usr << sound(music,1)
else if(B.savex == 56 && B.savey == 30 && B.savez == 2)
.=..()
music = 'dw4siste.mid'
usr << sound(music,1)
else
B.density = 0
B.Move(locate(B.oldlocx,B.oldlocy,B.oldlocz))
B.density = 1
B.preslocation = B.oldlocation
while(B.exp >= B.expreq)
checklevel(B)
if(B.preslocation == "natlan")
.=..()
music = 'dqmove_a.mid'
B << sound(music,1)
else if(B.preslocation == "satlan")
.=..()
music = 'dqmove_a.mid'
B << sound(music,1)
else if(A.preslocation == "ryuzak")
.=..()
music = 'dw3out.mid'
B << sound(music,1)
else if(A.preslocation == "ryuzak-atlancave")
.=..()
music = 'dw6overworld.mid'
B << sound(music,1)
else if(A.preslocation == "atlan_tazman_cave")
.=..()
music = 'dw1cave.mid'
B << sound(music,1)
else if(A.preslocation == "tazman")
.=..()
music = 'dw4yusha.mid'
B << sound(music,1)
A.oldlocx = null
A.oldlocy = null
A.oldlocz = null
A.battlecounter = 0
A.oldlocation = null
B.oldlocx = null
B.oldlocy = null
B.oldlocz = null
B.battlecounter = 0
B.oldlocation = null
A._GM_lockmove = 0
B._GM_lockmove = 0
A.inpvp = 0
B.inpvp = 0</<></<></<></<></&l t;></<></<></<></<>&l t;/<></<></<></<></<& gt;</<></<></<>
ID:178542
Apr 28 2002, 4:20 pm
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Apr 29 2002, 2:08 pm
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I'm sorry to bump, but I haven't heard anything on this, and I posted this yesterday. Are there any ideas??? After the battle, it starts over. Thanks.
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In response to Rubius
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My best guess would be that you are simply ending the battle without ending the main battle proc. Of course, this is only an idea.
That *is* an awful lot of code. Maybe if you trimmed it a bit, more people wouldn't just click your post, look at all the code, and think "forget it" because of all the code. |