ttack() if(src.Fight == 1) var/obj/O var/obj/N var/obj/A var/obj/B var/obj/C if(src.delayattack==1) return if(src.WeaponType == "Club") O = new/obj/Attacking/Club(get_step(usr,usr.dir)) if(src.WeaponType == "Battle_Axe") O = new/obj/Attacking/Battle_Axe(get_step(usr,usr.dir)) if(src.WeaponType == "Broad_Sword") O = new/obj/Attacking/Broad_Sword(get_step(usr,usr.dir)) if(src.WeaponType == "Chain Sickle") O = new/obj/Attacking/Chain_Sickle(get_step(usr,usr.dir)) N = new/obj/Attacking/Chain_Sickle(get_step(O,usr.dir)) A = new/obj/Attacking/Chain_Sickle(get_step(N,usr.dir)) B = new/obj/Attacking/Chain_Sickle(get_step(A,usr.dir)) C = new/obj/Attacking/Chain_Sickle2(get_step(B,usr.dir))
if(src.WeaponType == "Pilgrim") O = new/obj/Attacking/Pilgrim(get_step(usr,usr.dir)) if(src.WeaponType == "Wizard") O = new/obj/Attacking/Wizard(get_step(usr,usr.dir)) if(src.WeaponType == "Soldier") O = new/obj/Attacking/Soldier(get_step(usr,usr.dir)) if(src.WeaponType == "Nunchaku") O = new/obj/Attacking/Nunchaku(get_step(usr,usr.dir)) if(src.WeaponType == "Dagger") O = new/obj/Attacking/Dagger(get_step(usr,usr.dir)) if(src.WeaponType == "SledgeHammer") O = new/obj/Attacking/SledgeHammer(get_step(usr,usr.dir)) O.dir=usr.dir if(N!=null) N.dir=usr.dir if(A!=null) A.dir=usr.dir if(B!=null) B.dir=usr.dir if(C!=null) C.dir=usr.dir view() << 'sounds/hit.wav'
for(var/mob/M in get_step(src,src.dir)) if(M.HP>0) var/misschance=pick(prob((src.Agility/100)+(src.Focusing),src),prob((M.Agility/100),M)) if(misschance==M) if(M.client) if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) src.Lock=0 src.delayattack=0 del(O) return s_damage(M, 0, "blue") src.delayattack=1 src.Lock=1 sleep(40) del(O) del(N) del(A) del(B) del(C) src.Lock=0 src.delayattack=0 if(!M.client) M.Aggroing=src del(O) del(N) del(A) del(B) del(C) return else if(M.client) M.icon_state = "hit" sleep(10) M.icon_state = "world" if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(O) src.Lock=0 src.delayattack=0 del(O) return Damage = (usr.Strength-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 if(prob(usr.Luck)) Damage=((usr.Strength*2)-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 M.HP-=(Damage) s_damage(M, -1, "blue") else M.HP-=(Damage) s_damage(M, Damage, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(O) del(N) del(A) del(B) del(C) src.Lock=0 src.delayattack=0 if(src.Boosting) src.Boosting=0 var/icon/I=new(src.icon) I.SwapColor(rgb(204,0,0),rgb(240,208,176)) src.icon=I M.deathcheck() if(!M.client) M.Aggroing=src usr.Level_Up() del(O) del(N) del(A) del(B) del(C) return if(N!=null) for(var/mob/M in get_step(O,src.dir)) if(M.HP>0) var/misschance=pick(prob((src.Agility/100)+(src.Focusing),src),prob((M.Agility/100),M)) if(misschance==M) if(M.client) if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(O) del(N) del(A) del(B) del(C) src.Lock=0 src.delayattack=0 del(O) del(N) del(A) del(B) del(C) return s_damage(M, 0, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(O) del(N) del(A) del(B) del(C) src.Lock=0 src.delayattack=0 if(!M.client) M.Aggroing=src del(N) del(O) del(N) del(A) del(B) del(C) return else if(M.client) M.icon_state = "hit" sleep(10) M.icon_state = "world" if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(40) del(N) src.Lock=0 src.delayattack=0 del(N) return Damage = (usr.Strength-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 if(prob(usr.Luck)) Damage=((usr.Strength*2)-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 M.HP-=(Damage) s_damage(M, -1, "blue") else M.HP-=(Damage) s_damage(M, Damage, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(N) src.Lock=0 src.delayattack=0 if(src.Boosting) src.Boosting=0 var/icon/I=new(src.icon) I.SwapColor(rgb(204,0,0),rgb(240,208,176)) src.icon=I M.deathcheck() if(!M.client) M.Aggroing=src usr.Level_Up() del(N) return if(A!=null) for(var/mob/M in get_step(N,src.dir)) if(M.HP>0) var/misschance=pick(prob((src.Agility/100)+(src.Focusing),src),prob((M.Agility/100),M)) if(misschance==M) if(M.client) if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(40) del(A) src.Lock=0 src.delayattack=0 del(A) return s_damage(M, 0, "blue") src.delayattack=1 src.Lock=1 sleep(40) del(A) src.Lock=0 src.delayattack=0 if(!M.client) M.Aggroing=src del(A) return else if(M.client) M.icon_state = "hit" sleep(10) M.icon_state = "world" if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(A) src.Lock=0 src.delayattack=0 del(A) return Damage = (usr.Strength-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 if(prob(usr.Luck)) Damage=((usr.Strength*2)-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 M.HP-=(Damage) s_damage(M, -1, "blue") else M.HP-=(Damage) s_damage(M, Damage, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(A) src.Lock=0 src.delayattack=0 if(src.Boosting) src.Boosting=0 var/icon/I=new(src.icon) I.SwapColor(rgb(204,0,0),rgb(240,208,176)) src.icon=I M.deathcheck() if(!M.client) M.Aggroing=src usr.Level_Up() del(A) return if(B!=null) for(var/mob/M in get_step(A,src.dir)) if(M.HP>0) var/misschance=pick(prob((src.Agility/100)+(src.Focusing),src),prob((M.Agility/100),M)) if(misschance==M) if(M.client) if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(B) src.Lock=0 src.delayattack=0 del(B) return s_damage(M, 0, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(B) src.Lock=0 src.delayattack=0 if(!M.client) M.Aggroing=src del(B) return else if(M.client) M.icon_state = "hit" sleep(10) M.icon_state = "world" if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(B) src.Lock=0 src.delayattack=0 del(B) return Damage = (usr.Strength-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 if(prob(usr.Luck)) Damage=((usr.Strength*2)-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 M.HP-=(Damage) s_damage(M, -1, "blue") else M.HP-=(Damage) s_damage(M, Damage, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(B) src.Lock=0 src.delayattack=0 if(src.Boosting) src.Boosting=0 var/icon/I=new(src.icon) I.SwapColor(rgb(204,0,0),rgb(240,208,176)) src.icon=I M.deathcheck() if(!M.client) M.Aggroing=src usr.Level_Up() del(B) return if(C!=null) for(var/mob/M in get_step(B,src.dir)) if(M.HP>0) var/misschance=pick(prob((src.Agility/100)+(src.Focusing),src),prob((M.Agility/100),M)) if(misschance==M) if(M.client) if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(C) src.Lock=0 src.delayattack=0 del(C) return s_damage(M, 0, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(C) src.Lock=0 src.delayattack=0 if(!M.client) M.Aggroing=src del(C) return else if(M.client) M.icon_state = "hit" sleep(10) M.icon_state = "world" if(!src.FriendlyFire) if(M.Guild==src.Guild) src.delayattack=1 src.Lock=1 sleep(4) del(C) src.Lock=0 src.delayattack=0 del(C) return Damage = (usr.Strength-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 if(prob(usr.Luck)) Damage=((usr.Strength*2)-M.Vitality+src.Boosting) if(Damage <= 0) Damage = 1 M.HP-=(Damage) s_damage(M, -1, "blue") else M.HP-=(Damage) s_damage(M, Damage, "blue") src.delayattack=1 src.Lock=1 sleep(4) del(C) src.Lock=0 src.delayattack=0 if(src.Boosting) src.Boosting=0 var/icon/I=new(src.icon) I.SwapColor(rgb(204,0,0),rgb(240,208,176)) src.icon=I M.deathcheck() if(!M.client) M.Aggroing=src usr.Level_Up() del(C) return
del(O) del(N) del(A) del(B) del(C) return
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