ID:141770
 
Code:
obj
Kamehameha
verb
Kamehameha(mob/M in oview(6))
set name = "Kame Hame Ha"
set category = "Fighting"
var/amount = input("How much energy do you wish to put into it?") as num|null
amount = round(amount)

if(amount >= 1)
if(amount > usr.powerlevel)
view()<<sound('kamehameha.wav')
usr.kame = 1
usr.overlays += /obj/kame
sleep(10)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Kaaaa....."
sleep(5)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Meeee....."
sleep(10)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Haaaa....."
sleep(5)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Meeee....."
sleep(10)
view(6) << "<font color = red>[usr]:<font color = white> <tt>HAAAA!!!!!"
view(6) << "<font color = red>From putting too much energy in the Kame Hame Ha wave, [usr] explodes!"
usr.overlays -= /obj/kame
usr.powerlevel = 0
usr.kame = 0
usr.overlays -= /obj/kame
usr.Die()
return
if(amount <= usr.powerlevel)
view()<<sound('kamehameha.wav')
usr.kame = 1
usr.overlays += /obj/kame
sleep(10)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Kaaaa....."
sleep(5)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Meeee....."
sleep(10)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Haaaa....."
sleep(5)
view(6) << "<font color = red>[usr]:<font color = white> <tt>Meeee....."
sleep(10)
view(6) << "<font color = red>[usr]:<font color = white> <tt>HAAAA!!!!!"
usr.overlays -= /obj/kame
if(M.z == usr.z)
usr.overlays -= /obj/kame
s_missile('kame.dmi', usr, M)
usr.kame = 0
usr.powerlevel -= amount
if(M.absorb == 1)
view(6) << "[M] absorbs [usr]'s Kame Hame ha!"
M.powerlevel += amount
if(M.absorb == 0)
M.powerlevel -= amount
view(6) << "<font color = red>[usr] shoots a Kame Hame Ha at [M]!!!"
M.Die()
usr.KO()
else
usr << "<b>You launch your Kame Hame Ha, but [M] is out of sight."
usr.overlays -= /obj/kame
usr.kame = 0


Problem description: I want it to fire straight, and the strength of the blast to be bases on your powerlevel.

Then you should make a projectile, spawn an object and use missle() to shoot it. Then add bump() to make sure it deletes it self when it hits something and does damage to a person or monster.
In response to BDY
No, the missile proc's description is as follows:
<block>Send a missile of the given Type between two locations. The effect is purely visual. When Type is an object, its icon is used for the missile. </block>

You would need to make a new obj with the specific Bump() stuff.
I suggest looking it up in the DM Guide and Reference. It isn't to hard to figure out.