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[added] multi-party fights
[fixed] some of the bugs, more to go. ;(

KevinSmarts 5 years ago
parent
commit
d1c8f3f9c2
1 changed files with 194 additions and 330 deletions
  1. 194 330
      locations/fight.qsrc

+ 194 - 330
locations/fight.qsrc

@@ -27,6 +27,9 @@ opp_init[0] = (initBonus): attack faster/first
 opp_stun[0] = (stunner): make target unable to act for some amount of time
 }
 
+!! 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'
@@ -191,8 +194,28 @@ if $ARGS[0] = 'start':
 
 	*pl func('cleanHTML',$HTMLText)
 
-	pcs_timer = 100 - pcs_react
-	opp_timer = 100 - opp_react[0]
+	pcs_timer[0] = 100 - pcs_react
+	if pcs_health[1] > 0:
+		pcs_timer[1] = 100 - pcs_react[1]
+	else
+		pcs_timer[1] = 100
+	end
+	if pcs_health[2] > 0:
+		pcs_timer[2] = 100 - pcs_react[2]
+	else
+		pcs_timer[2] = 100
+	end
+	opp_timer[0] = 100 - opp_react[0]
+	if opp_health[1] > 0:
+		opp_timer[1] = 100 - opp_react[1]
+	else
+		opp_timer[1] = 100
+	end
+	if opp_health[2] > 0:
+		opp_timer[2] = 100 - opp_react[2]
+	else
+		opp_timer[2] = 100
+	end
 
 	act 'Engage': gt 'fight', 'main'
 
@@ -203,14 +226,54 @@ end
 
 if $ARGS[0] = 'main':
 	gs 'fight', 'result_check'
-	if pcs_timer > opp_timer:
-		pcs_timer = pcs_timer - opp_react[0]
-		opp_timer = 0
-		gt 'fight', 'opponent'
-	else
-		opp_react[0] = opp_react[0] - pcs_timer
-		pcs_timer = 0
-		gt 'fight', 'player'
+	if pcs_timer[0] < opp_timer[0] and pcs_timer[0] < opp_timer[1] and pcs_timer[0] < opp_timer[2] and pcs_timer[0] < pcs_timer[1] and pcs_timer[0] < pcs_timer[2]:
+		if opp_health[0] > 0: opp_timer[0] -= pcs_timer[0]
+		if opp_health[1] > 0: opp_timer[1] -= pcs_timer[0]
+		if opp_health[2] > 0: opp_timer[2] -= pcs_timer[0]
+		if pcs_health[1] > 0: pcs_timer[1] -= pcs_timer[0]
+		if pcs_health[2] > 0: pcs_timer[2] -= pcs_timer[0]
+		pcs_timer[0] = 0
+		gt 'fight', 'player', 0
+	elseif pcs_timer[1] < opp_timer[0] and pcs_timer[1] < opp_timer[1] and pcs_timer[1] < opp_timer[2] and pcs_timer[1] < pcs_timer[0] and pcs_timer[1] < pcs_timer[2]:
+		if opp_health[0] > 0: opp_timer[0] -= pcs_timer[1]
+		if opp_health[1] > 0: opp_timer[1] -= pcs_timer[1]
+		if opp_health[2] > 0: opp_timer[2] -= pcs_timer[1]
+		if pcs_health[0] > 0: pcs_timer[0] -= pcs_timer[1]
+		if pcs_health[2] > 0: pcs_timer[2] -= pcs_timer[1]
+		pcs_timer[1] = 0
+		gt 'fight', 'player', 1
+	elseif pcs_timer[2] < opp_timer[0] and pcs_timer[2] < opp_timer[1] and pcs_timer[2] < opp_timer[2] and pcs_timer[2] < pcs_timer[1] and pcs_timer[2] < pcs_timer[0]:
+		if opp_health[0] > 0: opp_timer[0] -= pcs_timer[2]
+		if opp_health[1] > 0: opp_timer[1] -= pcs_timer[2]
+		if opp_health[2] > 0: opp_timer[2] -= pcs_timer[2]
+		if pcs_health[0] > 0: pcs_timer[0] -= pcs_timer[2]
+		if pcs_health[1] > 0: pcs_timer[1] -= pcs_timer[2]
+		pcs_timer[2] = 0
+		gt 'fight', 'player', 2
+	elseif opp_timer[0] < opp_timer[1] and opp_timer[0] < opp_timer[2] and opp_timer[0] < pcs_timer[0] and opp_timer[0] < pcs_timer[1] and opp_timer[0] < pcs_timer[2]:
+		if opp_health[1] > 0: opp_timer[1] -= opp_timer[0]
+		if opp_health[2] > 0: opp_timer[2] -= opp_timer[0]
+		if pcs_health[0] > 0: pcs_timer[0] -= opp_timer[0]
+		if pcs_health[1] > 0: pcs_timer[1] -= opp_timer[0]
+		if pcs_health[2] > 0: pcs_timer[2] -= opp_timer[0]
+		opp_timer[0] = 0
+		gt 'fight', 'opponent', 0
+	elseif opp_timer[1] < opp_timer[0] and opp_timer[1] < opp_timer[2] and opp_timer[1] < pcs_timer[0] and opp_timer[1] < pcs_timer[1] and opp_timer[1] < pcs_timer[2]:
+		if opp_health[0] > 0: opp_timer[0] -= opp_timer[1]
+		if opp_health[2] > 0: opp_timer[2] -= opp_timer[1]
+		if pcs_health[0] > 0: pcs_timer[0] -= opp_timer[1]
+		if pcs_health[1] > 0: pcs_timer[1] -= opp_timer[1]
+		if pcs_health[2] > 0: pcs_timer[2] -= opp_timer[1]
+		opp_timer[1] = 0
+		gt 'fight', 'opponent', 1
+	elseif opp_timer[2] < opp_timer[0] and opp_timer[2] < opp_timer[1] and opp_timer[2] < pcs_timer[0] and opp_timer[2] < pcs_timer[1] and opp_timer[2] < pcs_timer[2]:
+		if opp_health[0] > 0: opp_timer[0] -= opp_timer[2]
+		if opp_health[1] > 0: opp_timer[1] -= opp_timer[2]
+		if pcs_health[0] > 0: pcs_timer[0] -= opp_timer[2]
+		if pcs_health[1] > 0: pcs_timer[1] -= opp_timer[2]
+		if pcs_health[2] > 0: pcs_timer[2] -= opp_timer[2]
+		opp_timer[2] = 0
+		gt 'fight', 'opponent', 2
 	end
 end
 
@@ -329,81 +392,168 @@ AttackTime[2] = 15
 	 ARGS[2] = Which target
 	 ARGS[3] = Which Attacker
 }
-$fight['Attack'] = {
-	$fightAtk['Type'] = $ARGS[0]
-	$fightAtk['TargetType'] = $ARGS[1]
-	fightAtk['TargetNumber'] = ARGS[2]
-	fightAtk['AttackerNumber'] = ARGS[3]
 
-	if $fightAtk['TargetType'] = 'opp':
+if $ARGS[0] = 'Attack':
+	$fightAtk_Type = $ARGS[1]
+	$fightAtk_TargetType = $ARGS[2]
+	fightAtk_TargetNumber = ARGS[3]
+	fightAtk_AttackerNumber = ARGS[4]
+
+	if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
+		$fightAtk['AttackerType'] = 'pcs'
+		$fightAtk['AttackerName'] = 'You'
+	elseif $fightAtk_TargetType = 'opp':
 		$fightAtk['AttackerType'] = 'pcs'
-		$fightAtk['AttackerPronoun'] = 'You'
+		$fightAtk['AttackerName'] = $pcs_name['<<ARGS[3]>>']
+		$fightAtk['DefenderName'] = $opp_name['<<ARGS[2]>>']
 		$fightAtk['TargetPronoun'] = 'They'
 	else
 		$fightAtk['AttackerType'] = 'opp'
-		$fightAtk['AttackerPronoun'] = 'They'
+		$fightAtk['AttackerName'] = $opp_name['<<ARGS[3]>>']
+		$fightAtk['DefenderName'] = $pcs_name['<<ARGS[2]>>']
 		$fightAtk['TargetPronoun'] = 'You'
 	end
 
-	fightAtk['Type'] = arrpos('$AttackType',$fightAtk['Type'])
-	fightAtk['AttackerSkillValue'] = dyneval("result = <<$fightAtk['TargetType']>>_<<$AttackSkill[fightAtk['Type']]>>[<<fightAtk['TargetNumber']>>]")
-	fightAtk['TargetReactValue'] = dyneval("result = <<$fightAtk['TargetType']>>_react[<<fightAtk['AttackerNumber']>>]")
-	fightAtk['TargetAgilValue'] = dyneval("result = <<$fightAtk['TargetType']>>_agil[<<fightAtk['TargetNumber']>>]")
-	fightAtk['MinDamage'] = AttackMin[fightAtk['Type']]
-	fightAtk['MaxDamage'] = AttackMax[fightAtk['Type']]
+	fightAtk_Type = arrpos('$AttackType',$fightAtk_Type)
+	fightAtk['AttackerSkillValue'] = dyneval('result = <<$fightAtk_TargetType>>_<<$AttackSkill[fightAtk_Type]>>[<<fightAtk_TargetNumber>>]')
+	fightAtk['TargetReactValue'] = dyneval('result = <<$fightAtk_TargetType>>_react[<<fightAtk_AttackerNumber>>]')
+	fightAtk['TargetAgilValue'] = dyneval('result = <<$fightAtk_TargetType>>_agil[<<fightAtk_TargetNumber>>]')
+	fightAtk['MinDamage'] = AttackMin[fightAtk_Type]
+	fightAtk['MaxDamage'] = AttackMax[fightAtk_Type]
 
-	'<<$fightAtk["AttackerPronoun"]>> attempt a <<$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(0,30) > fightAtk['TargetReactValue'] / 4 + 3 * fightAtk['TargetAgilValue'] / 4:
 		!!Calculate Damage
-		dynamic "fightAtk['Damage'] = <<$fightAtk['AttackerType']>>_stren[<<fightAtk['AttackerNumber']>>] * rand(<<fightAtk['MinDamage']>>,<<fightAtk['MaxDamage']>>) / 15"
+		dynamic "fightAtk['Damage'] = <<$fightAtk['AttackerType']>>_stren[<<fightAtk_AttackerNumber>>] * rand(<<fightAtk['MinDamage']>>,<<fightAtk['MaxDamage']>>) / 15"
 		!!Apply Damage
-		gs 'fight', 'applyDamage', $fightAtk['TargetType'], fightAtk['TargetNumber'], fightAtk['Damage']
+		gs 'fight', 'applyDamage', $fightAtk_TargetType, fightAtk_TargetNumber, fightAtk['Damage']
 		if fightAtk['Damage'] > 10:
-			'The hit is hard and <<$fightAtk["TargetPronoun"]>> reel in pain.'
+			if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
+				'The hit is hard and you reel in pain.'
+			else
+				'The hit is hard and <<$fightAtk["AttackerName"]>> reels in pain.'
+			end
 		else
 			'Its a glancing blow, but still hurts.'
 		end
 	else
-		'<<$fightAtk["TargetPronoun"]>> avoid the blow.'
+		if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
+			'You avoid the blow.'
+		else
+			'<<$fightAtk["AttackerName"]>> avoids the blow.'
+		end
 	end
-	dynamic "<<$fightAtk['AttackerType']>>_timer += AttackTime[fightAtk['Type']]"
+	dynamic "<<$fightAtk['AttackerType']>>_timer += AttackTime[fightAtk_Type]"
 	cla
 	act 'Next': gt 'fight', 'main'
 
 	killvar 'fightAtk'
 	killvar '$fightAtk'
-}
+	killvar '$fightAtk_Type'
+	killvar '$fightAtk_TargetType'
+	killvar 'fightAtk_TargetNumber'
+	killvar 'fightAtk_AttackerNumber'
+end
 
 if $ARGS[0] = 'opponent':
 	gs 'fight', 'statDisplay'
-	if opp_magik[0] > 0: gs 'fight', 'opp_spellcast'
+	if pcs_health[0] > 0 and pcs_health[1] > 0 and pcs_health[2] > 0:
+		TargetNumber = rand(0,2)
+	elseif pcs_health[0] > 0 and pcs_health[1] > 0:
+		TargetNumber = rand(0,1)
+	elseif pcs_health[0] > 0 and pcs_health[2] > 0:
+		if rand(0,1) = 0:
+			TargetNumber = 0
+		else
+			TargetNumber = 2
+		end
+	elseif pcs_health[1] > 0 and pcs_health[2] > 0:
+		TargetNumber = rand(1,2)
+	elseif pcs_health[0] > 0:
+		TargetNumber = 0
+	elseif pcs_health[1] > 0:
+		TargetNumber = 1
+	else
+		TargetNumber = 2
+	end		
+!!	if opp_magik[0] > 0: gs 'fight', 'opp_spellcast'
 	if rand(0,opp_kick[0]) > 40:
-		dynamic $fight['Attack'], 'Kick', 'pcs', 0, 0
+		gs 'fight', 'Attack', 'Kick', 'pcs', TargetNumber, ARGS[2]
 	elseif rand(0,opp_punch[0]) > 40:
-		dynamic $fight['Attack'], 'Hard Punch', 'pcs', 0, 0
+		gs 'fight', 'Attack', 'Hard Punch', 'pcs', TargetNumber, ARGS[2]
 	else
-		dynamic $fight['Attack'], 'Jab', 'pcs', 0, 0
+		gs 'fight', 'Attack', 'Jab', 'pcs', TargetNumber, ARGS[2]
 	end
 end
 
 if $ARGS[0] = 'player':
 	gs 'fight', 'statDisplay'
+	if opp_health[0] > 0 and opp_health[1] > 0 and opp_health[2] > 0:
+		TargetNumber = rand(0,2)
+	elseif opp_health[0] > 0 and opp_health[1] > 0:
+		TargetNumber = rand(0,1)
+	elseif opp_health[0] > 0 and opp_health[2] > 0:
+		if rand(0,1) = 0:
+			TargetNumber = 0
+		else
+			TargetNumber = 2
+		end
+	elseif opp_health[1] > 0 and opp_health[2] > 0:
+		TargetNumber = rand(1,2)
+	elseif opp_health[0] > 0:
+		TargetNumber = 0
+	elseif opp_health[1] > 0:
+		TargetNumber = 1
+	else
+		TargetNumber = 2
+	end	
 	if pcs_magik > 0:
 		act 'Cast a Spell': gs 'fight', 'spellcast'
 	end
+	if opp_health[0] > 0:
+		act 'Kick <<$opp_name[0]>>':
+			gs 'fight', 'Attack', 'Kick', 'opp', 0, ARGS[2]
+		end
 
-	act 'Kick them':
-		dynamic $fight['Attack'], 'Kick', 'opp', 0, 0
-	end
+		act 'Punch <<$opp_name[0]>> hard':
+			gs 'fight', 'Attack', 'Hard Punch', 'opp', 0, ARGS[2]
+		end
 
-	act 'Hard punch':
-		dynamic $fight['Attack'], 'Hard Punch', 'opp', 0, 0
+		act 'Jab <<$opp_name[0]>>':
+			gs 'fight', 'Attack', 'Jab', 'opp', 0, ARGS[2]
+		end
 	end
+	if opp_health[1] > 0:
+		act 'Kick <<$opp_name[1]>>':
+			gs 'fight', 'Attack', 'Kick', 'opp', 1, ARGS[2]
+		end
+
+		act 'Punch <<$opp_name[1]>> hard':
+			gs 'fight', 'Attack', 'Hard Punch', 'opp', 1, ARGS[2]
+		end
 
-	act 'Jab them':
-		dynamic $fight['Attack'], 'Jab', 'opp', 0, 0
+		act 'Jab <<$opp_name[1]>>':
+			gs 'fight', 'Attack', 'Jab', 'opp', 1, ARGS[2]
+		end
 	end
+	if opp_health[2] > 0:
+		act 'Kick <<$opp_name[2]>>':
+			gs 'fight', 'Attack', 'Kick', 'opp', 2, ARGS[2]
+		end
+
+		act 'Punch <<$opp_name[2]>> hard':
+			gs 'fight', 'Attack', 'Hard Punch', 'opp', 2, ARGS[2]
+		end
+
+		act 'Jab <<$opp_name[2]>>':
+			gs 'fight', 'Attack', 'Jab', 'opp', 2, ARGS[2]
+		end
+	end	
 end
 
 
@@ -413,305 +563,18 @@ end
 if $ARGS[0] = 'pcs_spellcast':
 end
 
-!!{
-
-	if SasoriBody > 2 and healthV <= 0 or SasoriBody > 2 and manaV <= 0 or SasoriBody > 2 and willpowerV <= 0:
-		SasoriBody = SasoriBody - 1
-		gs'priziv','sasori'
-
-		'<b><font color = red>The doll parts scatter all over and immediately head into battle mode.</font></b>'
-		'<b><font color = red>You hear the sonorous voice of Sasori, "I have a lots of dolls, you can''t beat me."</font></b>'
-	elseif SasoriBody = 2 and healthV <= 0 or SasoriBody = 2 and manaV <= 0 or SasoriBody = 2 and willpowerV <= 0:
-		SasoriBody = SasoriBody - 1
-		gs'priziv','sasori1'
-
-		'<b><font color = red>The last doll crumbles into pieces and you''ve finally reached Sasori.</font></b>'
-	end
-
-	if stunV > 0 and SasoriBody > 1:
-		stunV = 0
-
-		'<b><font color = red>The doll began to move again.</font></b>'
-	end
-
-	if stunV > 0 and SasoriBody = 1:
-		stunV = 0
-
-		'<b><font color = red>Sasori moves again.</font></b>'
-	end
-
-	if GedoMazo = 1 and healthV <= 0 or GedoMazo = 1 and manaV <= 0 or GedoMazo = 1 and willpowerV <= 0:
-		GedoMazo = 2
-		barierV = 0
 
-		'<b><font color = green><<$boydesc>> He fell to the ground and turned to dust.</font></b>'
 
-		gs'priziv','tobi'
 
-		'<b><font color = green><<$boydesc>>Attack</font></b>'
-	end
-
-	if pcs_health <= 0 and heart = 0 and izanagi = 0:
-		'<b><font color = red> You lost!</font></b>'
-
-		xgt'ender','loss'
-		exit
-	elseif healthV <= 0 and heartV = 0 and izanagiV = 0:
-		'<b><font color = green><<$boydesc>> You won!</font></b>'
-
-		xgt'ender','win'
-		exit
-	elseif pcs_mana <= 0 and heart = 0 and izanagi = 0:
-		'<b><font color = red> You won!</font></b>'
-
-		xgt'ender','loss'
-		exit
-	elseif manaV <= 0 and heartV = 0 and izanagiV = 0:
-		'<b><font color = green><<$boydesc>> lost!</font></b>'
-
-		xgt'ender','win'
-		exit
-	elseif pcs_willpwr <= 0 and heart = 0 and izanagi = 0:
-		'<b><font color = red> You lost!</font></b>'
-
-		xgt'ender','loss'
-		exit
-	elseif willpowerV <= 0 and heartV = 0 and izanagiV = 0:
-		'<b><font color = green><<$boydesc>> won!</font></b>'
-
-		xgt'ender','win'
-		exit
-	end
-
-	if izanagiV > 0 and healthV <= 0 or izanagiV > 0 and manaV <= 0 or izanagiV > 0 and willpowerV <= 0:
-		izanagiV = izanagiV - 1
-
-		'<b><font color = red><<$boydesc>> disappeared.</font></b>'
-
-		healthV = vitalV*10 + strenV*5
-		manaV = intelV*magikV + magikV*100 + vitalV*10
-		willpowerV = willV*10
-		stunV = 0
-		if program = 6 and izanagiOnce = 0:izanagiOnce = 1 & unmaterialV = 40 & tobizanagi = 0
-
-		'<b><font color = red><<$boydesc>> appeared in front of you, completely healthy. He folded his arms and made the magic sign for Izanagi, the perfect illusion.</font></b>'
-		'<b><font color = red>The price for this spell was to sacrifice one of my eyes.</font></b>'
-	elseif heartV > 0 and healthV <= 0 or heartV > 0 and manaV <= 0 or heartV > 0 and willpowerV <= 0:
-		heartV = heartV - 1
-
-		'<b><font color = red><<$boydesc>> staggered, as his heart burst.</font></b>'
-
-		healthV = vitalV*10 + strenV*5
-		manaV = intelV*magikV + magikV*100 + vitalV*10
-		willpowerV = willV*10
-		stunV = 0
-
-		'<b><font color = red><<$boydesc>> stood up and got in a frenzy. He must have another heart.</font></b>'
-	elseif izanagi > 0 and pcs_health <= 0 or izanagi > 0 and pcs_mana <= 0 or izanagi > 0 and pcs_willpwr <= 0:
-		izanagi = izanagi - 1
 
-		'<b><font color = green>He vanishes.</font></b>'
 
-		pcs_health = pcs_vital*10 + pcs_stren*5
-		pcs_willpwr = pcs_intel*5 + pcs_sprt*5
-		pcs_mana = (pcs_intel*pcs_magik) + pcs_magik*100 + pcs_vital*10 + rikudo
-		stun = 0
-		zerkaloV = 0
-		poisonV = 0
-		bloodV = 0
 
-		'<b><font color = green>All of a sudden he appears in front of you completely healthy.</font></b>'
-	elseif heart > 0 and pcs_health <= 0 or heart > 0 and pcs_mana <= 0 or heart > 0 and pcs_willpwr <= 0:
-		heart = heart - 1
-		zerkaloV = 0
-		poisonV = 0
-		bloodV = 0
 
-		'<b><font color = green>Your heart took too much of a beating and gave up.</font></b>'
 
-		pcs_health = pcs_vital*10 + pcs_stren*5
-		pcs_willpwr = pcs_intel*5 + pcs_sprt*5
-		pcs_mana = (pcs_intel*pcs_magik) + pcs_magik*100 + pcs_vital*10 + rikudo
-		stun = 0
 
-		'<b><font color = green>You open your eyes as you''re not dead...</font></b>'
-	end
 
-	gs'before'
-	'<b>= = = = = = = = = = = = = (ROUND <<round>>) = = = = = = = = = = = = =</b>'
-	'<b><<$boydesc>></b> life <b><font color = red><<healthV>></font></b>, mana <b><font color = blue><<manaV>></font></b>, willpower <b><font color = green><<willpowerV>></font></b>'
-	if defenceV > 0:'<b><font color = red>Protection <<defenceV>> units</font></b>'
-	if defenceMV > 0:'<b><font color = red>Mana protection <<defenceMV>> units</font></b>'
-	if defenceWV > 0:'<b><font color = red>Will protection <<defenceWV>> units</font></b>'
-	'Your life <b><font color = red><<pcs_health>></font></b>, mana <b><font color = blue><<pcs_mana>></font></b>, willpower <b><font color = green><<pcs_willpwr>></font></b>'
-	if defence > 0:'<b><font color = green>Protection <<defence>> units</font></b>'
-	if defenceM > 0:'<b><font color = green>Mana impact protection <<defenceM>> units</font></b>'
-	if defenceW > 0:'<b><font color = green>Will impact protection <<defenceW>> units</font></b>'
-	if defenceAct > 0:'<b><font color = green><<defenceAct>> Regeneration</font></b>'
-	if defenceActM > 0:'<b><font color = green><<defenceActM>> Mana recovery protection</font></b>'
-	if unmaterial > 0:'<b><font color = green>You''re <<unmaterial>> strokes are not material.</font></b>'
-	'<b>= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =</b>'
-	gs'init'
-
-	if hod = 0:
-		!player attacks
-		'<font color = green>Choose your attack</font>'
-
-		if gun > 0:
-			!Boomstick
-			if bulletIn > 0:
-				'You have <<bulletIn>> bullets loaded in the gun.'
-
-				act 'Pistol shot':
-					cla
-					bulletIn -= 1
-					gunpower = 150
-					buu = 1
-					gunpricel = 1
-					Gcrime += 1
-					gt'strelba'
-				end
-			elseif bulletIn <= 0:
-				if bullet = 0:
-					'You''re out of ammunition.'
-				elseif bullet>0:
-					'You have <<bullet>> left.'
-
-					act 'Reload':
-						cla
-						if bullet < 7:
-							bulletIn = bullet
-							bullet = 0
-
-							'You reload the empty gun.'
-						end
-						if bullet >= 7:
-							bullet -= 7
-							bulletIn = 7
-
-							'You reload all the 7 bullets in the gun.'
-						end
-
-						act 'Further':gt'fight','sta'
-					end
-				end
-			end
-		end
-
-		if Mgun > 0:
-			!Boomstick
-			if mbulletIn > 0:
-				'You have <<mbulletIn>> bullets left in the machine gun.'
-
-				act 'Single shot':
-					cla
-					mbulletIn -= 1
-					buu = 1
-					gunpower = 300
-					gunpricel = 2
-					Gcrime += 1
-					gt'strelba'
-				end
-
-				if mbulletIn >= 3:
-					act 'Burst shot':
-						cla
-						mbulletIn -= 3
-						buu = 3
-						gunpower = 300
-						gunpricel = 1
-						Gcrime += buu
-						gt'strelba'
-					end
-					act 'Automatic shot':
-						cla
-						buu = mbulletIn
-						mbulletIn = 0
-						gunpower = 300
-						gunpricel = 0
-						Gcrime += buu
-						gt'strelba'
-					end
-				end
-			elseif mbulletIn <= 0:
-				if mbullet = 0:
-					'You''ve run out of ammunition.'
-				elseif mbullet > 0:
-					'You have <<mbullet>> bullets left in the machine gun.'
-
-					act 'Reload':
-						cla
-						if mbullet < 7:
-							mbulletIn = mbullet
-							mbullet = 0
-
-							'You reload the empty gun.'
-						end
-						if mbullet >= 30:
-							mbullet -= 30
-							mbulletIn = 30
-
-							'You''ve reloaded 30 bullets for the machine gun.'
-						end
-
-						act 'Further':gt'fight','sta'
-					end
-				end
-			end
-		end
+!!--------------------------------------------------old shit--------------------------------------------------
 
-		if tragun > 0:
-			!travmatik
-			if tbulletIn > 0:
-				'You have <<mbulletIn>> bullets left in the non-lethal gun.'
-
-				act 'Pistol shot':
-					cla
-					tbulletIn -= 1
-					gunpower = 50
-					buu = 1
-					gunpricel = 0
-					gt'strelba'
-				end
-			elseif tbulletIn <= 0:
-				if tbullet = 0:
-					'You''ve run out of ammunition.'
-				elseif tbullet > 0:
-					'You have <<mbullet>> bullets left in the non-lethal gun.'
-
-					act 'Charge':
-						cla
-						if tbullet >= 1:
-							tbullet -= 1
-							tbulletIn = 1
-
-							'You reload the empty gun.'
-						end
-
-						act 'Further':gt'fight','sta'
-					end
-				end
-			end
-		end
-		if autocombat_cheat = 0 or pcs_magick > 0:
-			act 'Physical Attack':xgt'boxing'
-			if pcs_magik > 0: act 'Magical Attack':gt'magik'
-			act 'Surrender to your opponent': autocombat_surrender = 1 & gt 'ender', 'loss'
-		elseif autocombat_cheat = 1 and pcs_magick = 0:
-			xgt'boxing'
-		end
-	elseif hod = 1:
-		!enemy attacks
-		'<font color = red><<$boydesc>> attacks</font>'
-		if autocombat_cheat = 0:
-			act 'Continue': xgt'enemy','start'
-			act 'Surrender to your opponent': autocombat_surrender = 1 & gt 'ender', 'loss'
-		elseif autocombat_cheat = 1:
-			xgt'enemy','start'
-		end
-	end
-end
-}
 
 if $ARGS[0] = 'sta':
 	menu_off = 1
@@ -791,5 +654,6 @@ if $ARGS[0] = 'Wrestlergen':
 		!!fat[1] = 100
 	end
 end
+
 --- fight ---------------------------------