ID:140857
 
Code:
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))

I believe I speak for everyone who has read this when I say, holy ****ing s*** on a ****ing sandwich, that's horrible, you really need to scrap it all and do it from scratch - properly, this time. And preferably without copying some awful ripped source, as you presumably had.
...oh...my...god....

Do what Kaioken said.
is it just me or did this appear twice
                           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)

oh and holy f***ing ball sack dude XD
man my fingers would be sore after that code XD
I would love to see the effect this has on the CPU/the results of a profile.

You are does not become your - e.g. You're frozen. A mistake I'd expect more from someone with English as their first language, heh.

The dozens and dozens of lines where you're deleting the objs can surely be written once... e.g. in pseudo code
//this is what you're doing
if(red)
colour=TRUE
if(green)
colour=TRUE
if(blue)
colour=TRUE

//do it more like this
if(red||green||blue)
colour=TRUE

Similarly, do this with the objs:
obj/obj/x128
icon='icon.dmi'
layer=desiredlayer
//density is 0 by default
a2
icon_state = "2"
a3
icon_state = "3"


As for putting those objects - at first glance I would imagine use of the turn() proc would be of some use in minimising the # of lines of code.

Oh and fonts. You can set the font for the output through the interface editor... Would save you time and effort. (it seems as though you're defining size and font a little too often).


Those are just some initial things I noticed.
Basically what you posted here could/should be about 80% or more smaller.
It also might be a good idea to use goto and have a tag at the end of the verb under which all the objects are deleted.
In response to Rtbbvr
It's never a good idea to use goto.
In response to Nadrew
Reason being?
In response to Rtbbvr
Because it creates crappy spaghetti code that is difficult to read.
In response to Garthor
Well, I can't disagree with you there. Another alternative I suppose it to delete them before you have all your if() arguments.
Let me simplify this a bit.
obj/obj/x128/HakkeHyakuNijuhaSho
icon = '128.dmi'
density = 0
layer = MOB_LAYER - 1
var
x_plus
y_plus
New(loc,mob/jutsu_user)
if(istype(jutsu_user))
Move(locate(jutsu_user.x+x_plus,jutsu_user.y+y_plus,jutsu_user.z))
spawn(30) // 6x5
del src
a2
icon_state = "2"
x_plus = -2
y_plus = 3
a3
icon_state = "3"
x_plus = -1
y_plus = 3
a4
icon_state = "4"
y_plus = 3
a5
icon_state = "5"
x_plus = 1
y_plus = 3
b1
icon_state = "6"
x_plus = -2
y_plus = 1
b4
icon_state = "9"
x_plus = -2
y_plus = 2
b5
icon_state = "10"
x_plus = -1
y_plus = 2
c1
icon_state = "11"
y_plus = 2
c2
icon_state = "12"
x_plus = 1
y_plus = 2
c3
icon_state = "13"
x_plus = 2
y_plus = 2
c5
icon_state = "15"
x_plus = -3
y_plus = 1
d1
icon_state = "16"
x_plus = -2
y_plus = 1
d2
icon_state = "17"
x_plus = -1
y_plus = 1
d3
icon_state = "18"
y_plus = 1
d4
icon_state = "19"
x_plus = 1
y_plus = 1
d5
icon_state = "20"
x_plus = 2
y_plus = 1
e1
icon_state = "21"
x_plus = 3
y_plus = 1
e2
icon_state = "22"
x_plus = -3
e3
icon_state = "23"
x_plus = -2
e4
icon_state = "24"
x_plus = -1
e5
icon_state = "25"
f1
icon_state = "26"
x_plus = 1
f2
icon_state = "27"
x_plus = 2
f3
icon_state = "28"
x_plus = 3
f4
icon_state = "29"
x_plus = -3
y_plus = -1
f5
icon_state = "30"
x_plus = -2
y_plus = -1
g1
icon_state = "31"
x_plus = -1
y_plus = -1
g2
icon_state = "32"
y_plus = -1
g3
icon_state = "33"
x_plus = 1
y_plus = -1
g4
icon_state = "34"
x_plus = 2
y_plus = -1
g5
icon_state = "35"
x_plus = 3
y_plus = -1
h2
icon_state = "37"
x_plus = -2
y_plus = -2
h3
icon_state = "38"
x_plus = -1
y_plus = -2
h4
icon_state = "39"
y_plus = -2
h5
icon_state = "40"
x_plus = 1
y_plus = -2
i1
icon_state = "41"
x_plus = 2
y_plus = -2
i4
icon_state = "44"
x_plus = -2
y_plus = -3
i5
icon_state = "45"
x_plus = -1
y_plus = -3
j1
icon_state = "46"
y_plus = -3
j2
icon_state = "47"
x_plus = 1
y_plus = -3
j3
icon_state = "48"
x_plus = 2
y_plus = -3

mob/proc/candojutsu()
if(firing)
return
if(Frozen||froze) // why do you have 2 vars for this???
src<<"You're frozen."
return
if(!PK)
src<<"NONPK AREA!"
return
if(caught||captured) // ....
src<<"You're captured."
return
if(resting)
src<<"Not while resting."
return
if(meditating)
src<<"Not while meditating."
return
return TRUE

mob/hyuuga
verb
HakkeHyakuNijuhaSho2()
set name ="Hakke Hyaku Nijuha Sho"
set category = "Tecnicas"
if(!candojutsu()||!bya)
return
var/list/types = typesof(/obj/obj/x128/HakkeHyakuNijuhaSho)
types-=/obj/obj/x128/HakkeHyakuNijuhaSho
var/list/effects = new
for(var/type in types)
effects+=new type(null,src)
hakkeRU += 35
firing = TRUE
health -= 190
froze = TRUE
view()<<"<font color=silver><center><b><font face=verdana>[src] 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> "
sleep(5)
var/damage = round(tai*0.375) // 1.5/4 = 0.375
for(var/i in 1 to 5)
var/connect
for(var/mob/M in oview())
if(M.Kaiten||M.sphere)
//goto end
continue
if(M.drunk&&M.NonClan)
view()<<"[M] dodges [src]'s attack"
continue
view()<<"<center><B><font size=2><font color=blue>[src] acerta [M] tirando [damage] de vida"
M.health -= damage
M.chakra -= 300
spawn() Blood(M.x,M.y,M.z)
F_damage(M, damage, "#ff0000")
M.Death(src)
connect = TRUE
if(!connect) break
view()<<"<center><B><font size=2><font color=blue>[src]:[2**i] pontos!"
sleep(5)
//end
firing=FALSE
froze = FALSE
for(var/effect in effects)
del effect

EDIT: changed damage2 to damage and removed cancellation.
In response to Jemai1
Thanks Jemail1,
The only error is that your icons are in the wrong places but, I'm fixing this error
In response to Kaioken
Took the words right outta my mouth.

Off Topic: Wasn't your membership expiring :P