obj/obj/x128
a2
icon = '128.dmi'
icon_state = "2"
density = 0
layer = MOB_LAYER - 1
a3
icon = '128.dmi'
icon_state = "3"
density = 0
layer = MOB_LAYER - 1
a4
icon = '128.dmi'
icon_state = "4"
density = 0
layer = MOB_LAYER - 1
a5
icon = '128.dmi'
icon_state = "5"
density = 0
layer = MOB_LAYER - 1
b1
icon = '128.dmi'
icon_state = "6"
density = 0
layer = MOB_LAYER - 1
b4
icon = '128.dmi'
icon_state = "9"
density = 0
layer = MOB_LAYER - 1
b5
icon = '128.dmi'
icon_state = "10"
density = 0
layer = MOB_LAYER - 1
c1
icon = '128.dmi'
icon_state = "11"
density = 0
layer = MOB_LAYER - 1
c2
icon = '128.dmi'
icon_state = "12"
density = 0
layer = MOB_LAYER - 1
c3
icon = '128.dmi'
icon_state = "13"
density = 0
layer = MOB_LAYER - 1
c5
icon = '128.dmi'
icon_state = "15"
density = 0
layer = MOB_LAYER - 1
d1
icon = '128.dmi'
icon_state = "16"
density = 0
layer = MOB_LAYER - 1
d2
icon = '128.dmi'
icon_state = "17"
density = 0
layer = MOB_LAYER - 1
d3
icon = '128.dmi'
icon_state = "18"
density = 0
layer = MOB_LAYER - 1
d4
icon = '128.dmi'
icon_state = "19"
density = 0
layer = MOB_LAYER - 1
d5
icon = '128.dmi'
icon_state = "20"
density = 0
layer = MOB_LAYER - 1
e1
icon = '128.dmi'
icon_state = "21"
density = 0
layer = MOB_LAYER - 1
e2
icon = '128.dmi'
icon_state = "22"
density = 0
layer = MOB_LAYER - 1
e3
icon = '128.dmi'
icon_state = "23"
density = 0
layer = MOB_LAYER - 1
e4
icon = '128.dmi'
icon_state = "24"
density = 0
layer = MOB_LAYER - 1
e5
icon = '128.dmi'
icon_state = "25"
density = 0
layer = MOB_LAYER - 1
f1
icon = '128.dmi'
icon_state = "26"
density = 0
layer = MOB_LAYER - 1
f2
icon = '128.dmi'
icon_state = "27"
density = 0
layer = MOB_LAYER - 1
f3
icon = '128.dmi'
icon_state = "28"
density = 0
layer = MOB_LAYER - 1
f4
icon = '128.dmi'
icon_state = "29"
density = 0
layer = MOB_LAYER - 1
f5
icon = '128.dmi'
icon_state = "30"
density = 0
layer = MOB_LAYER - 1
g1
icon = '128.dmi'
icon_state = "31"
density = 0
layer = MOB_LAYER - 1
g2
icon = '128.dmi'
icon_state = "32"
density = 0
layer = MOB_LAYER - 1
g3
icon = '128.dmi'
icon_state = "33"
density = 0
layer = MOB_LAYER - 1
g4
icon = '128.dmi'
icon_state = "34"
density = 0
layer = MOB_LAYER - 1
g5
icon = '128.dmi'
icon_state = "35"
density = 0
layer = MOB_LAYER - 1
h2
icon = '128.dmi'
icon_state = "37"
density = 0
layer = MOB_LAYER - 1
h3
icon = '128.dmi'
icon_state = "38"
density = 0
layer = MOB_LAYER - 1
h4
icon = '128.dmi'
icon_state = "39"
density = 0
layer = MOB_LAYER - 1
h5
icon = '128.dmi'
icon_state = "40"
density = 0
layer = MOB_LAYER - 1
i1
icon = '128.dmi'
icon_state = "41"
density = 0
layer = MOB_LAYER - 1
i4
icon = '128.dmi'
icon_state = "44"
density = 0
layer = MOB_LAYER - 1
i5
icon = '128.dmi'
icon_state = "45"
density = 0
layer = MOB_LAYER - 1
j1
icon = '128.dmi'
icon_state = "46"
density = 0
layer = MOB_LAYER - 1
j2
icon = '128.dmi'
icon_state = "47"
density = 0
layer = MOB_LAYER - 1
j3
icon = '128.dmi'
icon_state = "48"
density = 0
layer = MOB_LAYER - 1
mob/hyuuga
verb
HakkeHyakuNijuhaSho2()
set name ="Hakke Hyaku Nijuha Sho"
set category = "Tecnicas"
if(usr.firing) // If the mob's firing var is one...
return
if(usr.Frozen)
usr<<"Your frozen"
return
if(usr.PK==0)
usr<<"NONPK AREA!"
return
if(usr.caught)
usr<<"Your captured"
return
if(usr.captured)
usr<<"Your captured"
return
if(usr.froze)
usr<<"Your frozen"
return
if(usr.resting)
usr<<"Not while resting"
return
if(usr.meditating)
usr<<"Not while meditating"
return
if(!usr.resting)
if(!usr.froze)
if(usr.bya)
var/a2 = new/obj/obj/x128/a2(locate(usr.x-2,usr.y+3,usr.z))
var/a3 = new/obj/obj/x128/a3(locate(usr.x-1,usr.y+3,usr.z))
var/a4 = new/obj/obj/x128/a4(locate(usr.x,usr.y+3,usr.z))
var/a5 = new/obj/obj/x128/a5(locate(usr.x+1,usr.y+3,usr.z))
var/b1 = new/obj/obj/x128/b1(locate(usr.x-2,usr.y+1,usr.z))
var/b4 = new/obj/obj/x128/b4(locate(usr.x-2,usr.y+2,usr.z))
var/b5 = new/obj/obj/x128/b5(locate(usr.x-1,usr.y+2,usr.z))
var/c1 = new/obj/obj/x128/c1(locate(usr.x,usr.y+2,usr.z))
var/c2 = new/obj/obj/x128/c2(locate(usr.x+1,usr.y+2,usr.z))
var/c3 = new/obj/obj/x128/c3(locate(usr.x+2,usr.y+2,usr.z))
var/c5 = new/obj/obj/x128/c5(locate(usr.x-3,usr.y+1,usr.z))
var/d1 = new/obj/obj/x128/d1(locate(usr.x-2,usr.y+1,usr.z))
var/d2 = new/obj/obj/x128/d2(locate(usr.x-1,usr.y+1,usr.z))
var/d3 = new/obj/obj/x128/d3(locate(usr.x,usr.y+1,usr.z))
var/d4 = new/obj/obj/x128/d4(locate(usr.x+1,usr.y+1,usr.z))
var/d5 = new/obj/obj/x128/d5(locate(usr.x+2,usr.y+1,usr.z))
var/e1 = new/obj/obj/x128/e1(locate(usr.x+3,usr.y+1,usr.z))
var/e2 = new/obj/obj/x128/e2(locate(usr.x-3,usr.y,usr.z))
var/e3 = new/obj/obj/x128/e3(locate(usr.x-2,usr.y,usr.z))
var/e4 = new/obj/obj/x128/e4(locate(usr.x-1,usr.y,usr.z))
var/e5 = new/obj/obj/x128/e5(locate(usr.x,usr.y,usr.z))
var/f1 = new/obj/obj/x128/f1(locate(usr.x+1,usr.y,usr.z))
var/f2 = new/obj/obj/x128/f2(locate(usr.x+2,usr.y,usr.z))
var/f3 = new/obj/obj/x128/f3(locate(usr.x+3,usr.y,usr.z))
var/f4 = new/obj/obj/x128/f4(locate(usr.x-3,usr.y-1,usr.z))
var/f5 = new/obj/obj/x128/f5(locate(usr.x-2,usr.y-1,usr.z))
var/g1 = new/obj/obj/x128/g1(locate(usr.x-1,usr.y-1,usr.z))
var/g2 = new/obj/obj/x128/g2(locate(usr.x,usr.y-1,usr.z))
var/g3 = new/obj/obj/x128/g3(locate(usr.x+1,usr.y-1,usr.z))
var/g4 = new/obj/obj/x128/g4(locate(usr.x+2,usr.y-1,usr.z))
var/g5 = new/obj/obj/x128/g5(locate(usr.x+3,usr.y-1,usr.z))
var/h2 = new/obj/obj/x128/h2(locate(usr.x-2,usr.y-2,usr.z))
var/h3 = new/obj/obj/x128/h3(locate(usr.x-1,usr.y-2,usr.z))
var/h4 = new/obj/obj/x128/h4(locate(usr.x,usr.y-2,usr.z))
var/h5 = new/obj/obj/x128/h5(locate(usr.x+1,usr.y-2,usr.z))
var/i1 = new/obj/obj/x128/i1(locate(usr.x+2,usr.y-2,usr.z))
var/i4 = new/obj/obj/x128/i4(locate(usr.x-2,usr.y-3,usr.z))
var/i5 = new/obj/obj/x128/i5(locate(usr.x-1,usr.y-3,usr.z))
var/j1 = new/obj/obj/x128/j1(locate(usr.x,usr.y-3,usr.z))
var/j2 = new/obj/obj/x128/j2(locate(usr.x+1,usr.y-3,usr.z))
var/j3 = new/obj/obj/x128/j3(locate(usr.x+2,usr.y-3,usr.z))
usr.hakkeRU += 35
usr.firing = 1
usr.health -= 190
usr.Frozen = 1
var/damage = round(usr.tai*1.5/4)
var/damage2 = round(usr.tai*1.5/4)
for(var/mob/M in oview(3))
if(M.Kaiten||M.sphere)
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
usr.firing = 0
return
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
usr.firing = 0
return
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [usr]'s attack"
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
view()<<"<font color=silver><center><b><font face=verdana>[usr] diz: <FONT COLOR=#b0e0e6>H</FONT><FONT COLOR=#a7d6e6>a</FONT><FONT COLOR=#9dcbe6>k</FONT><FONT COLOR=#92c0e5>k</FONT><FONT COLOR=#88b5e5>e</FONT><FONT COLOR=#7eaae4> </FONT><FONT COLOR=#74a0e4>H</FONT><FONT COLOR=#6a95e3>y</FONT><FONT COLOR=#608ae3>a</FONT><FONT COLOR=#557fe2>k</FONT><FONT COLOR=#4b74e2>u</FONT><FONT COLOR=#4169e1> </FONT><FONT COLOR=#4d71df>N</FONT><FONT COLOR=#5879dc>i</FONT><FONT COLOR=#6481d9>j</FONT><FONT COLOR=#7089d6>u</FONT><FONT COLOR=#7b91d3>h</FONT><FONT COLOR=#8799cf>a</FONT><FONT COLOR=#92a1cc> </FONT><FONT COLOR=#9ea9c9>S</FONT><FONT COLOR=#aab1c6>h</FONT><FONT COLOR=#b5b9c3>o</FONT><FONT COLOR=#c0c0c0>!</FONT> "
view()<<"<center><B><font size=2><font color=blue>[usr]:2 pontos!"
view()<<"<center><B><font size=2><font color=blue>[usr] acerta [M] tirando [damage] de vida"
M.health -= damage2
M.chakra -= 300
spawn()Blood(M.x,M.y,M.z)
F_damage(M, damage, "#ff0000")
M.Death(usr)
usr.Frozen=0
usr.firing = 0
sleep(5)
for(var/mob/M in oview(3))
if(M.Kaiten||M.sphere)
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [usr]'s attack"
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
usr.firing = 0
return
view()<<"<B><center><font size=2><font color=blue>[usr]:8 pontos!"
M.health -= damage2
M.chakra -= 300
view()<<"<B><center><font size=2><font color=blue>[usr] acerta [M] tirando [damage] de vida"
spawn()Blood(M.x,M.y,M.z)
F_damage(M, damage, "#ff0000")
usr.Frozen=0
usr.firing = 0
sleep(5)
for(var/mob/M in oview(3))
if(M.Kaiten||M.sphere)
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [usr]'s attack"
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
view()<<"<B><font size=2><center><font color=blue>[usr]:12 pontos!"
M.health -= damage2
M.chakra -= 300
view()<<"<B><center><font size=2><font color=blue>[usr] acerta [M] tirando [damage] de vida"
spawn()Blood(M.x,M.y,M.z)
F_damage(M, damage, "#ff0000")
M.Death(usr)
usr.Frozen=0
usr.firing = 0
sleep(5)
for(var/mob/M in oview(3))
if(M.Kaiten||M.sphere)
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [usr]'s attack"
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
view()<<"<B><font size=2><center><font color=blue>[usr]:38 pontos!"
M.health -= damage2
M.chakra -= 300
view()<<"<B><center><font size=2><font color=blue>[usr] acerta [M] tirando [damage] de vida"
spawn()Blood(M.x,M.y,M.z)
F_damage(M, damage, "#ff0000")
M.Death(usr)
usr.Frozen=0
usr.firing = 0
sleep(5)
for(var/mob/M in oview(3))
if(M.Kaiten||M.sphere)
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
return
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [usr]'s attack"
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
usr.firing = 0
return
view()<<"<B><font size=2><center><font color=blue>[usr]:64 pontos!"
M.health -= damage2
M.chakra -= 300
view()<<"<B><center><font size=2><font color=blue>[usr] acerta [M] tirando [damage] de vida"
spawn()Blood(M.x,M.y,M.z)
F_damage(M, damage, "#ff0000")
M.Death(usr)
usr.Frozen=0
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
usr.Frozen=0
sleep(5)
for(var/mob/M in oview(3))
if(M.Kaiten||M.sphere)
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
usr.underlays-='128.dmi'
usr.overlays-='128.dmi'
usr.firing = 0
del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
del(g4)
del(g5)
del(h2)
del(h3)
del(h4)
del(h5)
del(i1)
del(i4)
del(i5)
del(j1)
del(j2)
del(j3)
return
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [usr]'s attack"
usr.underlays-='128.dmi'
usr.overlays-='128.dmi' usr.firing=0 del(a2)
del(a3)
del(a4)
del(a5)
del(b1)
del(b4)
del(b5)
del(c1)
del(c2)
del(c3)
del(c5)
del(d1)
del(d2)
del(d3)
del(d4)
del(d5)
del(e1)
del(e2)
del(e3)
del(e4)
del(e5)
del(f1)
del(f2)
del(f3)
del(f4)
del(f5)
del(g1)
del(g2)
del(g3)
Problem description:
When the "M" have small health I kill but the hyaku nijo don't dissapear(Sorry for the biggest code(Sorry too for "acerta [M] tirando [damage] de vida" is because the game is brazilian))