# fight !2020/10/14/Gwen !{ To Use Fight: 1) Initialize fight to make sure previous fighter are cleared out. 2) Add Opponents and Allies 3) Set Fight Ending 4) Start Fight Example: Let''s make a fight where Tatiana helps us beat Kisame and a bandit gs 'fight','initFight' gs 'fight_npcdata', 'tatiana', 'pcs' gs 'fight_npcdata', 'kisame', 'opp' gs 'fight_npcdata', 'bandit', 'opp' fightEnding = 2 gt 'fight', 'start' } !! Variables to be set for each participant before fight - in brackets so you can copy/paste !!{ $opp_name[0] = <> $opp_image[0] = opponent image ie. '> src="images/characters/city/tobi/tobi.jpg">' opp_def[0] = opponent defence opp_run[0] = Opponent running skill used for player escape opp_wrstlng[0] = Wrestling skill opp_kick[0] = Kicking opp_punch[0] = Power punch opp_jab[0] = Light punch opp_stren[0] = Strengh opp_agil[0] = Agility opp_vital[0] = vitality opp_react[0] = Reactions opp_health[0] = Health opp_willpwr[0] = willpower opp_shoot[0] = opponent marksmanship (only required if they are armed) opp_magik[0] = only if they have magic opp_mana[0] = only if they have magic opp_fog[0] = (tuman): Obscures vision, makes hitting harder. opp_clone[0] = (klon): Copies of the char that absorb 1 hit and disappear. A char may have some number of them. opp_shield[0] = (defence): Shielding that absorbs damage before hitpoints. opp_dambonus[0] = (magweapbonus): damage added to melee attacks opp_init[0] = (initBonus): attack faster/first opp_stun[0] = (stunner): make target unable to act for some amount of time opp_spells[0] = comma delimited list of spell names } !! Use the above with [1] and [2] for extra opponents !! Use pcs_ prefix for Sveta and add [1] and [2] for allies. ie. $pcs_name[1] = 'Reinhold' if $ARGS[0] = 'initFight': !! Clear Opponents from previous battle killvar '$opp_name' killvar '$opp_image' killvar 'opp_def' killvar 'opp_run' killvar 'opp_wrstlng' killvar 'opp_kick' killvar 'opp_punch' killvar 'opp_jab' killvar 'opp_stren' killvar 'opp_agil' killvar 'opp_vital' killvar 'opp_react' killvar 'opp_health' killvar 'opp_willpwr' killvar 'opp_shoot' killvar 'opp_magik' killvar 'opp_mana' killvar 'opp_fog' killvar 'opp_clone' killvar 'opp_shield' killvar 'opp_dambonus' killvar 'opp_init' killvar 'opp_stun' killvar '$opp_spells' killvar 'opp_timer' !! Clear any allies from previous battle i = arrsize('pcs_health') :ClearAllyLoop if i > 1: gs 'fight', 'clearPCSArray', i-1 i -= 1 jump 'ClearAllyLoop' end killvar 'i' !! Initialize $pcs_name for Sveta $pcs_name[0] = 'You' if ARGS[1] = 1: $pcs_image[0] = 'images/system/intro/tg/self.jpg' else $pcs_image[0] = FUNC('$face_image') end end if $ARGS[0] = 'clearPCSArray': !{ Delete an Ally from the pcs data arrays ARGS[1] = Which ally slot tot delete } i = ARGS[1] killvar '$pcs_name', i killvar '$pcs_image', i killvar 'pcs_def', i killvar 'pcs_run', i killvar 'pcs_wrstlng', i killvar 'pcs_kick', i killvar 'pcs_punch', i killvar 'pcs_jab', i killvar 'pcs_stren', i killvar 'pcs_agil', i killvar 'pcs_vital', i killvar 'pcs_react', i killvar 'pcs_health', i killvar 'pcs_willpwr', i killvar 'pcs_shoot', i killvar 'pcs_magik', i killvar 'pcs_mana', i killvar 'pcs_fog', i killvar 'pcs_clone', i killvar 'pcs_shield', i killvar 'pcs_dambonus', i killvar 'pcs_init', i killvar 'pcs_stun', i killvar 'pcs_spells', i killvar 'pcs_timer', i killvar 'i' end if $ARGS[0] = 'randomOpp': !{ Generate a random Opponent ARGS[1] = Optional, raise difficulty of the attacker, 0 - 50 } OppDiffBonus = ARGS[1] i = arrsize('opp_health') $opp_name[i] = 'Opponent 1' $opp_image[i] = 'images/locations/shared/street/mugger.jpg' opp_def[i] = rand(1,50) + OppDiffBonus opp_run[i] = rand(1,50) + OppDiffBonus opp_wrstlng[i] = rand(1,50) + OppDiffBonus opp_kick[i] = rand(1,50) + OppDiffBonus opp_punch[i] = rand(1,50) + OppDiffBonus opp_jab[i] = rand(1,50) + OppDiffBonus opp_stren[i] = rand(1,50) + OppDiffBonus opp_agil[i] = rand(1,50) + OppDiffBonus opp_vital[i] = rand(1,50) + OppDiffBonus opp_health[i] = (opp_vital * 10 + opp_stren * 5) opp_react[i] = rand(1,50) + OppDiffBonus opp_willpwr[i] = rand(1,50) + OppDiffBonus opp_shoot[i] = rand(1,50) + OppDiffBonus killvar 'OppDiffBonus' killvar 'i' end if $ARGS[0] = 'applyDamage': !{ Apply Damage to a participant taking into account clones and shields $ARGS[1] = Target Type ('opp','pcs') ARGS[2] = Target number ARGS[3] = damage to be applied } $fightAppDam['TargetType'] = $ARGS[1] fightAppDam['TargetNumber'] = ARGS[2] fightAppDam['Damage'] = ARGS[3] $fightAppDam['TargetName'] = dyneval('$result=$<<$fightAppDam[''TargetType'']>>_name[<>]') fightAppDam['Shield'] = dyneval('result=<<$fightAppDam[''TargetType'']>>_shield[<>]') fightAppDam['OverShieldDamage'] = dyneval('result=<> - <<$fightAppDam[''TargetType'']>>_shield[<>]') dynamic " !!If the target has clones, destroy one if <<$fightAppDam['TargetType']>>_clone[<>] > 0: <<$fightAppDam['TargetType']>>_clone[<>] -= 1 ""<<$fightAppDam['TargetName']>> loses a clone."" !!if the target has enough shields to mitigate, remove some shields elseif <<$fightAppDam['TargetType']>>_shield[<>] >= <>: <<$fightAppDam['TargetType']>>_shield[<>] -= <> ""<<$fightAppDam['TargetName']>> loses <> defense."" !!otherwise remove shields to 0 and the remainder comes from health else if <<$fightAppDam['TargetType']>>_shield[<>] > 0: <<$fightAppDam['TargetType']>>_shield[<>] = 0 ""<<$fightAppDam['TargetName']>> losses <> defense."" end if <<$fightAppDam['TargetType']>>_health[<>] > <>: <<$fightAppDam['TargetType']>>_health[<>] -= <> else <<$fightAppDam['TargetType']>>_health[<>] = 0 end ""<<$fightAppDam['TargetName']>> loses <> health."" end " killvar '$fightAppDam' killvar 'fightAppDam' end if $ARGS[0] = 'start': menu_off = 1 inFight = 1 gs 'themes', 'indoors' cla if arrsize('pcs_health') > arrsize('opp_health'): tableSize = arrsize('pcs_health') else tableSize = arrsize('opp_health') end $HTMLText = '' i = 0 :FightPoster if i < tableSize: $HTMLText += ' ' i += 1 jump 'FightPoster' end $HTMLText += '
Allies > >vs. Opponents
<<$pcs_name[i]>> <<$opp_name[i]>>
' *pl func('cleanHTML',$HTMLText) i=0 :PCSTimerInit if i < arrsize('pcs_health'): pcs_timer[i] = 100 - pcs_react[i] i +=1 jump 'PCSTimerInit' end i=0 :OppTimerInit if i < arrsize('opp_health'): opp_timer[i] = 100 - opp_react[i] i +=1 jump 'OppTimerInit' end act 'Fight!': gt 'fight', 'main' killvar '$HTMLText' killvar 'tableSize' killvar 'i' end if $ARGS[0] = 'findActiveTimer': !! Find the participant with the lowest Timer ! These values are passed back via two global variables. ! ! $fightTimType = 'player' or 'opponent' depending on which group has the lowest member ! fightTimNum = the array number of the lowest participant $fightTimType = 'player' fightTimNum = 0 !! set this to high so that everyone will be lower. fightTimLow = 99999 !! Find lowest of pcs participants i = 0 :LowTimerLoop1 if i < arrsize('pcs_timer'): !Skip round if char is stunned if pcs_stun[i] > 0: pcs_stun[i] -= 1 !Skip anyone with no Health elseif pcs_health[i] > 0: if pcs_timer[i] < fightTimLow: fightTimLow = pcs_timer[i] fightTimNum = i end end i += 1 jump 'LowTimerLoop1' end !!Find if any Opponents have lower than best PCS i = 0 :LowTimerLoop2 if i < arrsize('opp_timer'): !Skip round if char is stunned if opp_stun[i] > 0: opp_stun[i] -= 1 !Skip anyone with no Health elseif opp_health[i] > 0: if opp_timer[i] < fightTimLow: fightTimLow = opp_timer[i] fightTimNum = i $fightTimType = 'opponent' end end i += 1 jump 'LowTimerLoop2' end killvar 'i' end if $ARGS[0] = 'main': gs 'fight', 'result_check' gs 'fight', 'findActiveTimer' gt 'fight', $fightTimType, fightTimNum end if $ARGS[0] = 'printStats': !{ Print the stats for a character $ARGS[1] = The Type of char ('opp','pcs') ARGS[2] = The member of the party } $fightPStats['CharType'] = $ARGS[1] i = ARGS[2] if $fightPStats['CharType'] = 'opp': $fightPStats['Name'] = $opp_name[i] fightPStats['Health'] = opp_health[i] fightPStats['Mana'] = opp_mana[i] fightPStats['Willpower'] = opp_willpwr[i] fightPStats['Shield'] = opp_shield[i] fightPStats['Fog'] = opp_fog[i] fightPStats['Clone'] = opp_clone[i] fightPStats['Stun'] = opp_stun[i] fightPStats['Timer'] = opp_timer[i] $fightPStats['Image'] = $opp_image[i] else $fightPStats['Name'] = $pcs_name[i] fightPStats['Health'] = pcs_health[i] fightPStats['Mana'] = pcs_mana[i] fightPStats['Willpower'] = pcs_willpwr[i] fightPStats['Shield'] = pcs_shield[i] fightPStats['Fog'] = pcs_fog[i] fightPStats['Clone'] = pcs_clone[i] fightPStats['Stun'] = pcs_stun[i] fightPStats['Timer'] = pcs_timer[i] $fightPStats['Image'] = $pcs_image[i] end $fightStatRowText = " >'>
<<$fightPStats['Name']>> Life <> " if fightPStats['Shield'] > 0:$fightStatRowText += "Protection <> units
" if fightPStats['Clone'] > 0:$fightStatRowText += "Clones active <>
" if fightPStats['Fog'] > 0:$fightStatRowText += "Obscuring Fog <> units
" if fightPStats['Stun'] > 0:$fightStatRowText += "Stunned <> rounds" $fightStatRowText += " Mana <> Willpower <> Initiative <> " $result = $fightStatRowText killvar 'i' killvar 'fightPStats' killvar '$fightPStats' end if $ARGS[0] = 'statDisplay': $fightStatText = " " j = 0 :OppLoopRC1 if j < arrsize('opp_health'): $fightStatText += func('fight', 'printStats', 'opp', j) j += 1 jump 'OppLoopRC1' end $fightStatText += "
Opponents
" *pl func('cleanHTML',$fightStatText) *nl $fightStatText = " " j = 0 :PCSLoopRC1 if j < arrsize('pcs_health'): $fightStatText += func('fight', 'printStats', 'pcs', j) j += 1 jump 'PCSLoopRC1' end $fightStatText += "
Opponents
" *pl func('cleanHTML',$fightStatText) end if $ARGS[0] = 'result_check': !!cheat to auto-win fights check if fight_cheat = 1: xgt 'ender', 'win' gt $loc, $loc_arg exit end !!win/lose conditions if func('fight', 'AvailableTargets', 'pcs') = 0: ' You lost!' xgt'ender','loss' gt $loc, $loc_arg exit elseif func('fight', 'AvailableTargets', 'opp') = 0: '<<$boydesc>> You won!' xgt'ender','win' gt $loc, $loc_arg exit elseif pcs_willpwr <= 0: ' You cannot summon the will to fight!' xgt'ender','loss' gt $loc, $loc_arg exit end !gt 'fight', 'main' killvar 'i' end !! Kick $AttackType[0] = 'Kick' $AttackSkill[0] = 'kick' AttackMin[0] = 5 AttackMax[0] = 8 AttackTime[0] = 40 !! Hard Punch $AttackType[1] = 'Hard Punch' $AttackSkill[1] = 'punch' AttackMin[1] = 4 AttackMax[1] = 6 AttackTime[1] = 30 !! Jab $AttackType[2] = 'Jab' $AttackSkill[2] = 'jab' AttackMin[2] = 2 AttackMax[2] = 3 AttackTime[2] = 15 !!{Attack a target $ARGS[0] = Attack Type $ARGS[1] = Target Type ARGS[2] = Which target ARGS[3] = Which Attacker } if $ARGS[0] = 'Attack': $fightAtk_Type = $ARGS[1] fightAtk_Type = arrpos('$AttackType',$fightAtk_Type) $fightAtk_TargetType = $ARGS[2] fightAtk_TargetNumber = ARGS[3] fightAtk_AttackerNumber = ARGS[4] if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0: $fightAtk_AttackerType = 'pcs' $fightAtk['DefenderName'] = $opp_name[fightAtk_TargetNumber] $fightAtk['AttackerName'] = 'You' !!Add Skill Exp dynamic "<<$AttackSkill[fightAtk_Type]>>_exp += rand(1,3)" elseif $fightAtk_TargetType = 'opp': $fightAtk['AttackerName'] = $pcs_name[fightAtk_AttackerNumber] $fightAtk['DefenderName'] = $opp_name[fightAtk_TargetNumber] $fightAtk_AttackerType = 'pcs' else $fightAtk_AttackerType = 'opp' $fightAtk['AttackerName'] = $opp_name[fightAtk_AttackerNumber] $fightAtk['DefenderName'] = $pcs_name[fightAtk_TargetNumber] end fightAtk['AttackerSkillValue'] = dyneval('result = <<$fightAtk_AttackerType>>_<<$AttackSkill[fightAtk_Type]>>[<>]') fightAtk['TargetReactValue'] = dyneval('result = iif(<<$fightAtk_TargetType>>_stun[<>]>0,0,<<$fightAtk_TargetType>>_react[<>])') fightAtk['TargetAgilValue'] = dyneval('result = iif(<<$fightAtk_TargetType>>_stun[<>]>0,0,<<$fightAtk_TargetType>>_agil[<>])') fightAtk['TargetHealthBefore'] = dyneval('result = <<$fightAtk_TargetType>>_health[<>]') fightAtk['MinDamage'] = AttackMin[fightAtk_Type] fightAtk['MaxDamage'] = AttackMax[fightAtk_Type] if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0: 'You attempt to <<$fightAtk_Type>> <<$fightAtk["DefenderName"]>>!' else '<<$fightAtk["AttackerName"]>> attempts to <<$fightAtk_Type>> <<$fightAtk["DefenderName"]>>!' end *nl if fightAtk['AttackerSkillValue'] + rand(0,40) > fightAtk['TargetReactValue'] / 4 + 3 * fightAtk['TargetAgilValue'] / 4: !!Calculate Damage dynamic "fightAtk['Damage'] = <<$fightAtk_AttackerType>>_stren[<>] * rand(<>,<>) / 3" !!Apply Damage gs 'fight', 'applyDamage', $fightAtk_TargetType, fightAtk_TargetNumber, fightAtk['Damage'] elseif rand(0,3) ! 0: !!Always chance to hit if rand = 0 if $fightAtk_TargetType = 'pcs' and fightAtk_AttackerNumber = 0: 'You avoid the blow.' else '<<$fightAtk["DefenderName"]>> avoids the blow.' end else !!Apply Damage gs 'fight', 'applyDamage', $fightAtk_TargetType, fightAtk_TargetNumber, fightAtk['Damage'] end !! Flavor text for size of the hit. fightAtk['TargetHealthLoss'] = fightAtk['TargetHealthBefore'] - dyneval('result = <<$fightAtk_TargetType>>_health[<>]') !! If blow does over half health in damage, causes stun if fightAtk['TargetHealthLoss']*2 > fightAtk['TargetHealthBefore']: if $fightAtk_TargetType = 'pcs' and fightAtk_TargetNumber = 0: 'It is a devastating blow. You are stunned.' else 'It is a devastating blow. <<$fightAtk["DefenderName"]>> is stunned.' end dynamic '<<$fightAtk_TargetType>>_stun[<>] += 1' dynamic '<<$fightAtk_TargetType>>_timer[<>] += AttackTime[<>]' !! Very hard hit elseif fightAtk['TargetHealthLoss'] > 50: if $fightAtk_TargetType = 'pcs' and fightAtk_TargetNumber = 0: 'The hit is hard and you reel in pain.' else 'The hit is hard and <<$fightAtk["DefenderName"]>> reels in pain.' end !! Does physical damage, but not a lot elseif fightAtk['TargetHealthLoss'] > 0: 'It''s a glancing blow, but still hurts.' !! No physical damage was done. else 'Defenses were not pierced.' end dynamic "<<$fightAtk_AttackerType>>_timer[<>] += AttackTime[<>]" cla act 'Next': gt 'fight', 'main' end !! Make a list of targets that still have health ! $ARGS[1] = Target Type ('pcs','opp') if $ARGS[0] = 'AvailableTargets': killvar 'fightAvailTarg' i=0 :AvailTargetLoop if i < arrsize($ARGS[1]+'_health'): if dyneval('result=<<$ARGS[1]>>_health[<>]') > 0: fightAvailTarg[] = i end i +=1 jump 'AvailTargetLoop' end result = arrsize('fightAvailTarg') killvar 'i' exit end !! Pick random target from list of targets. Returns the Target, or -1 if no target. ! $ARGS[1] = Target Type ('pcs','opp') if $ARGS[0] = 'RandomTarget': if func('fight', 'AvailableTargets', $ARGS[1]) > 0: result = fightAvailTarg[rand(0,arrsize('fightAvailTarg'))-1] else result = -1 end exit end !! Find Action for an NPC fighter to take ! $ARGS[1] = Attacker Type ('opp','pcs') ! ARGS[2] = Attacker party member number if $ARGS[0] = 'fightAlgorithm': $AttackerType = $ARGS[1] AttackerNumber = ARGS[2] if $AttackerType = 'pcs': $TargetType = 'opp' else $TargetType = 'pcs' end TargetNumber = func('fight', 'RandomTarget', $TargetType) !! Some Target still has some hitpoints if TargetNumber>= 0: !!Fight Algorithm ActionMade = 0 ! First try to cast spells if dyneval('result=<<$AttackerType>>_magik[<>]') > 0: gs 'fight', 'buildCasterSpellList', $dyneval('$result=$<<$AttackerType>>_spells[<>]') !Heal self if hurt badly if dyneval('result=<<$AttackerType>>_health[<>]') < 50: ActionMade = func('fight','spellListCheck', '$comHealSpells',$AttackerType,AttackerNumber,$AttackerType,AttackerNumber) end !Clone if none left if dyneval('result=<<$AttackerType>>_clone[<>]') = 0 and ActionMade = 0: ActionMade = func('fight','spellCheck', 'multiclone',$AttackerType,AttackerNumber,$AttackerType,AttackerNumber) if ActionMade = 0: ActionMade = func('fight','spellCheck', 'clone',$AttackerType,AttackerNumber,$AttackerType,AttackerNumber) end end !Shield if low shield if dyneval('result=<<$AttackerType>>_shield[<>]') = 0 and ActionMade = 0: ActionMade = func('fight','spellListCheck', '$comShldSpells',$AttackerType,AttackerNumber,$AttackerType,AttackerNumber) end !Fog if no Fog , Any fog on the field makes casting fog impossible !if opp_fog[ARGS[2]] = 0 and ActionMade = 0: ! ActionMade = func('fight','spellCheck', 'fog','opp',ARGS[2],'opp',ARGS[2]) !end !Buff if needed ! ToDo - How to determine if buff has already been applied !Attack Spell if Possible if ActionMade = 0: ActionMade = func('fight','spellListCheck', '$comAtkSpells',$TargetType,TargetNumber,$AttackerType,AttackerNumber) end !make sure we can continue the fight. !if ActionMode = 1: act 'Next': gt 'fight', 'main' !end end !Physical attack if nothing else can be done. if ActionMade = 0: if rand(0,dyneval('result=<<$AttackerType>>_kick[<>]')) > 40: gs 'fight', 'Attack', 'Kick', $TargetType, TargetNumber, AttackerNumber elseif rand(0,dyneval('result=<<$AttackerType>>_punch[<>]')) > 40: gs 'fight', 'Attack', 'Hard Punch', $TargetType, TargetNumber, AttackerNumber else gs 'fight', 'Attack', 'Jab', $TargetType, TargetNumber, AttackerNumber end !Spell was cast, so move timer. else dynamic "<<$AttackerType>>_timer[<>] += 50" end !!This should never happen else gt 'fight', 'main' end killvar 'ActionMade' killvar 'TargetNumber' killvar '$TargetType' killvar '$AttackerType' killvar 'AttackerNumber' end if $ARGS[0] = 'opponent': gs 'fight', 'statDisplay' gs 'fight','fightAlgorithm','opp',ARGS[1] end if $ARGS[0] = 'player': gs 'fight', 'statDisplay' !! If this is the Player character if ARGS[2] = 0: if pcs_magik > 0: act 'Cast a Spell': gs 'fight', 'spellcast' end if func('fight', 'AvailableTargets', 'opp') > 0: i=0 :loop000000 if i < arrsize('fightAvailTarg'): $op_name_000000 = $opp_name[fightAvailTarg[i]] dynamic " act 'Kick <<$op_name_000000>>': gs 'fight', 'Attack', 'Kick', 'opp', <>, 0 end act 'Punch <<$op_name_000000>> hard': gs 'fight', 'Attack', 'Hard Punch', 'opp', <>, 0 end act 'Jab <<$op_name_000000>>': gs 'fight', 'Attack', 'Jab', 'opp', <>, 0 end " killvar '$op_name_000000' i +=1 jump 'loop000000' end end act 'Surrender': gt 'ender', 'surrender' !! If this is a team member of the player else gs 'fight','fightAlgorithm','pcs',ARGS[2] end end !! Builds an array spell list from a comma delimited spell name list ! $ARGS[1] = comma delimited list of spell names if $ARGS[0] = 'buildCasterSpellList': killvar '$casterSpellList' $tmpStr = $trim($ARGS[1]) :loop000001 i=INSTR($tmpStr,',') if i > 0: $casterSpellList[] = $trim($mid($tmpStr,1,i-1)) $tmpStr = $trim($mid($tmpStr,i+1)) jump 'loop000001' else $casterSpellList[] = $trim($tmpStr) end killvar 'i' killvar '$tmpStr' exit end !! Check if spell will be cast ! $ARGS[1] = spell name ! $ARGS[2] = Target Type ('opp','pcs') ! ARGS[3] = Target party member number ! $ARGS[4] = Caster Type ('opp','pcs') ! ARGS[5] = Caster party member number if $ARGS[0] = 'spellCheck': $spellCheckVar['SpellName'] = $ARGS[1] $spellCheckVar['TargetType'] = $ARGS[2] spellCheckVar['TargetNumber'] = ARGS[3] $spellCheckVar['CasterType'] = $ARGS[4] spellCheckVar['CasterNumber'] = ARGS[5] spellCheckVar['CasterMana'] = dyneval("result = <<$spellCheckVar['CasterType']>>_mana[<>]") if ARRPOS('$casterSpellList',$spellCheckVar['SpellName'])>=0 and spellCheckVar['CasterMana'] >= spellMana[$spellCheckVar['SpellName']]: if $spellTarget[$spellCheckVar['SpellName']] = 'self': gs 'castSpellNPC', $spellCheckVar['SpellName'], $spellCheckVar['CasterType'], spellCheckVar['CasterNumber'],$spellCheckVar['CasterType'], spellCheckVar['CasterNumber'] else gs 'castSpellNPC', $spellCheckVar['SpellName'], $spellCheckVar['TargetType'], spellCheckVar['TargetNumber'],$spellCheckVar['CasterType'], spellCheckVar['CasterNumber'] end result = 1 else result = 0 end killvar 'spellCheckVar' killvar '$spellCheckVar' exit end !! Check list of spells if they will be cast ! $ARGS[1] = spell List array name ! $ARGS[2] = Target Type ('opp','pcs') ! ARGS[3] = Target party member number ! $ARGS[4] = Caster Type ('opp','pcs') ! ARGS[5] = Caster party member number if $ARGS[0] = 'spellListCheck': i=0 ActionMade1 = 0 :loop000002 if i < arrsize($ARGS[1]) and ActionMade1=0: ActionMade1 = func('fight','spellCheck','<<$ARGS[1]>>[<>]',$ARGS[2],ARGS[3],$ARGS[4],ARGS[5]) i+=1 jump 'loop000002' end result = ActionMade1 killvar 'ActionMade1' exit end if $ARGS[0] = 'spellcast': *clr cla act 'Next': gt 'fight', 'main' func('spellBook', 'targetable', '$combatSpells', 'gt ''fight'', ''main''', 'pcs_timer[0] += 50') end !!--------------------------------------------------old shit-------------------------------------------------- if $ARGS[0] = 'sta': menu_off = 1 cla damTip = 0 damTipM = 0 damTipV = 0 damTipMV = 0 magweapbonus = 0 magweapbonusV = 0 bonusSh = 0 bonusShV = 0 eleSh = 0 eleShV = 0 poisonAV = 0 hidanAtk = 0 '= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =' '<<$boydesc>> life <>, mana <>, willpower <>' if defenceV > 0:'Protection <> units' if defenceMV > 0:'Mana protection <> units' if defenceWV > 0:'Will protection <> units' 'Your life <>, mana <>, willpower <>' if defence > 0:'Protection <> units' if defenceM > 0:'Mana impact protection <> units' if defenceW > 0:'Will impact protection <> units' if defenceAct > 0:'<> Regeneration' if defenceActM > 0:'<> Mana recovery protection' '= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =' if autocombat_cheat = 0: act 'Continue':gt'fight','start' if autocombat_cheat = 1: gt'fight','start' end --- fight ---------------------------------