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by Falacy
Forums
how to add new concept peices like namek in game because this
var/datum/ConceptLists/CLD=new()
datum/ConceptLists
var/list
ConceptPieces=list()
ConceptFillers=list()
ConceptStarters=list()
CityConceptPieces=list()
CityConceptFillers=list()
CityConceptStarters=list()
NamekConceptPieces=list()
NamekConceptFillers=list()
NamekConceptStarters=list()
ConceptBosses=list()

mob/var/obj/TempCpHolder/CurrentCP

obj/TempCpHolder
var/list/Users=list()
var/Boss

obj/ConceptPiece
var/Top=0
var/Bottom=0
var/Left=0
var/Right=0
var/Filler=0
var/Boss
New()
if(src.Boss) CLD.ConceptBosses+=src
else if(src.Filler)
if(src.x<=170)
if(src.y>=141) CLD.NamekConceptFillers+=src
else CLD.ConceptFillers+=src
else CLD.CityConceptFillers+=src
else if(src.Top && !src.Bottom && !src.Left && !src.Right)
if(src.x<=170)
if(src.y>=141) CLD.NamekConceptStarters+=src
else CLD.ConceptStarters+=src
else CLD.CityConceptStarters+=src
else
if(src.x<=170)
if(src.y>=141) CLD.NamekConceptPieces+=src
else CLD.ConceptPieces+=src
else CLD.CityConceptPieces+=src
return ..()

mob/proc/ExitCP(/**/)
src.ResetIS()
src.DropFlag("Exit")
src.CancelBeamBattle()
src.ForceCancelTraining()
if(src.client)
src.ClearForcedMiniMap()
src.client.screen-=global.TWMMMs
src.client.screen-=global.FWMMMs
if(src.GhostMode) {src.GhostMode=2;src.Respawn()}
if(src.CurrentCP)
src.CurrentCP.Users-=src
if(src.CurrentCP.Users.len<=0) DeleteCpMap(src.CurrentCP.x+7+13,src.CurrentCP.y-6,src.CurrentCP.z)
src.CurrentMission=null
src.CurrentCP=null
src.ExitInstance()

proc/GenerateConceptPieceMap(var/mob/M,var/datum/Missions/ThisMission)
for(var/obj/TempCpHolder/H in world) if(!H.Users.len)
ThisMission=new ThisMission.type
H.Boss=ThisMission.Boss[1]
var/obj/ConceptPiece/CP
var/CurY=H.y-6
var/CurX=H.x+7+13
var/Column=2
var/list/Columns=list("Left","Middle","Right")
var/list/AllLocs=DeleteCpMap(CurX,CurY,H.z)
var/list/WalkableTurfs=list()
var/list/EnemyLocSections=list()
for(var/i=1;i<=9;i++)
if(!CP) CP=pick(CLD.vars["[ThisMission.ChipSet]ConceptStarters"])
else
var/Dir2Match;var/Dir2Check
if(CP.Top) {Dir2Check="Bottom";Dir2Match=CP.Top}
else if(CP.Left) {Dir2Check="Right";Dir2Match=CP.Left}
else if(CP.Right) {Dir2Check="Left";Dir2Match=CP.Right}
var/list/MatchingCPs=list()
var/list/MatchingBossCPs=list()
var/list/ChipSet=CLD.vars["[ThisMission.ChipSet]ConceptPieces"]
for(var/obj/ConceptPiece/C in ChipSet+CLD.ConceptBosses)
if(i>=9 && C.Boss==ThisMission.Boss[1] && C.Bottom==Dir2Match) MatchingBossCPs+=C
else if(C.vars[Dir2Check]==Dir2Match)
if(C.Boss) continue
if(i>=8 && !C.Top) continue
if(Dir2Check=="Left" || Dir2Check=="Right")
if(C.Bottom) continue
if(Column==2 && C.Left && C.Right) continue
if(Column==1 && C.Left && !C.Top) continue
if(Column==Columns.len && C.Right && !C.Top) continue
MatchingCPs+=C
if(MatchingBossCPs.len) CP=pick(MatchingBossCPs)
else CP=pick(MatchingCPs)
if(CP.Left && CP.Right)
if(Dir2Check=="Left") {i-=1;CurX+=13;CurY-=13;Column+=1}
else {i-=1;CurX-=13;CurY-=13;Column-=1}
else
if(CP.Left && !CP.Bottom) {i-=1;CurX+=13;CurY-=13;Column+=1}
if(CP.Right && !CP.Bottom) {i-=1;CurX-=13;CurY-=13;Column-=1}
CurY+=13;var/turf/DrawLoc=locate(CurX,CurY,H.z)
AllLocs-=DrawLoc;WalkableTurfs+=DrawLoc
var/list/EnemyLocs=list()
for(var/atom/A in oview(6,CP))
if(isarea(A)) continue
var/DistX=A.x-CP.x;var/DistY=A.y-CP.y
var/atom/NewAtom=new A.type(locate(DrawLoc.x+DistX,DrawLoc.y+DistY,DrawLoc.z))
MatchVars(NewAtom,A)
var/list/SpawnableLocs=list("Dirt","Road")
if(istype(NewAtom) && (NewAtom.name in SpawnableLocs)) EnemyLocs+=NewAtom
if(i>1 && i<=8)
EnemyLocSections+="[i]"
EnemyLocSections["[i]"]=EnemyLocs
if(i>=9)
var/mob/CombatNPCs/Enemies/E=new(locate(DrawLoc.x,DrawLoc.y-1,DrawLoc.z))
E.StartLoc=E.loc;E.SetCharacter(ThisMission.Boss[1]);E.DamageMultiplier=ThisMission.Boss[3]
if(ThisMission.Boss[1]=="Cell"||ThisMission.Boss[1]=="Frieza")
E.TransDatum(3)
for(var/list/L in ThisMission.Enemies) for(var/R=1;R<=rand(1,L[2]);R++)
var/list/LocSet=pick(EnemyLocSections)
LocSet=EnemyLocSections[LocSet]
var/mob/CombatNPCs/Enemies/E=new(pick(LocSet))
E.SetCharacter(L[1]);E.DamageMultiplier=L[3]
ThisMission.EnemyCount+=1;E.StartLoc=E.loc
for(var/i=1;i<=rand(1,3);i++) {new/obj/Items/Destroyable/Chests/Chest(pick(WalkableTurfs));ThisMission.ChestCount+=1}
for(var/v in AllLocs) DrawFiller(v,ThisMission.ChipSet)
var/list/PartyList=M.Party
if(!PartyList.len) PartyList=list(M)
for(var/mob/P in PartyList) P.JoinMission(H,ThisMission)
return 1

mob/proc/JoinMission(var/obj/TempCpHolder/H,var/datum/Missions/ThisMission)
src=src.GetFusionMob()
if(src.InTournament) return
src.ExitCP()
H.Users+=src;src.CurrentCP=H
src.CurrentMission=ThisMission
src.PreInstanceLoc="[src.x]&[src.y]&[src.z]"
src.dir=NORTH;src.loc=locate(H.x+20,H.y+5,H.z)
src.ForceCancelTraining()
src.LoadMiniMapBG()
src.ResetTrackedStats(list("Chests Opened","Damage Dealt","Damage Taken","NPCs Killed"))

proc/DeleteCpMap(var/CurX,var/CurY,var/HZ)
var/list/AllLocs=list()
for(var/i=1;i<=9;i++)
CurY+=13
var/Loc1=locate(CurX-13,CurY,HZ);var/Loc2=locate(CurX,CurY,HZ);var/Loc3=locate(CurX+13,CurY,HZ)
AllLocs.Add(Loc1,Loc2,Loc3)
for(var/turf/T in view(6,Loc1)+view(6,Loc2)+view(6,Loc3))
for(var/obj/A in T.contents) A.loc=null
for(var/mob/CombatNPCs/Enemies/A in T.contents) del A
return AllLocs

proc/MatchVars(var/obj/New,var/obj/Settings)
New.dir=Settings.dir
New.layer=Settings.layer
New.density=Settings.density
New.pixel_x=Settings.pixel_x
New.pixel_y=Settings.pixel_y
New.icon_state=Settings.icon_state
if(isturf(New) && isturf(Settings))
New.overlays+=Settings.overlays
New.underlays+=Settings.underlays

proc/DrawFiller(var/turf/DrawLoc,var/ChipSet)
var/obj/ConceptPiece/CP=pick(CLD.vars["[ChipSet]ConceptFillers"])
for(var/atom/A in oview(6,CP))
if(isarea(A)) continue
var/DistX=A.x-CP.x;var/DistY=A.y-CP.y
var/atom/NewAtom=new A.type(locate(DrawLoc.x+DistX,DrawLoc.y+DistY,DrawLoc.z))
MatchVars(NewAtom,A)
//if(isturf(NewAtom)) {NewAtom:density=1;NewAtom:SuperDensity=1}
//limits missions to the path only

when used namek as chipset it just says all instances are being used but when choose city or earth, it returns nothing
hmmmm i wanna add that new version fighting like the main and the old 1 since i have 2 of the same file so i want them different.... Falacy or someone how do you do that.
In response to Kozuma3
Kozuma3 wrote:
For most of you.
> mob/New()
> if(src.key=="YOUR KEY HERE")
> src.verbs+=typesof(/mob/ADMIN/verb)
> ..()
>
> //Replace ADMIN with the verbs path.
>
>


That's a big assumption.
Monster Kingdom source added
Released another easy to use utility for importing sprite sheets into BYOND icons; IconImport.
And the computer lock?
Computer lock?
That you took out of HU2
What about it...
Do You still have it.
Thanks you very much!
HU1 source added
HU 1 source has 27 errors. Something about MapText
also whats the new hub path to HU2
Make the ssj Levels easier to Unlock. Lower the PL needed or Put it in to Sections. Ex: To unlock ssj1 or First transformation you need 10,000 PL. Ex2: To Unlock SSJ2 or second Transformation you need 20,000PL
Falacy you have the most crap system for loading subscribers. It loads from a .txt file on anglefire. I easily just switched that to a dropbox link.
In response to Ninjacha
Ninjacha wrote:
Falacy you have the most crap system for loading subscribers. It loads from a .txt file on anglefire. I easily just switched that to a dropbox link.

You're saying that the system being easy to use and modify somehow makes it crap?
I've been waiting so many years for you to finally release HU1. Thanks <3
I don't know if it's just me but after OmegaShenron.dmi or FinalFlash.wav is extracted the un-rarring process just stops and freezes. Is it just me? ( This applies to HU1 )
Celestial Chaos next?
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