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Post Info TOPIC: More explosive game!


Sannin (Lvl 1)

Status: Offline
Posts: 760
Date:
More explosive game!


I was thinking(And well iconning/coding this out), to make NC a more explosive game. This would help add more RPish look to it and be a great peice of eye candy! Here is a list of stuff do add and how to do it, and what not...
Here for say is the doce do have a full circle of smoke around a person after a jutsu:
Jutsu
StegoRawr
density = 1
icon = 'Stego.dmi'
icon_state = "StegoRAWR"
New()
..()
src.Damage() // we want to call this at New() so it damages
spawn(3) del(src) // then it is deleted
proc/Damage()
Bump(atom/A) // when it bumps something
if(ismob(A)) // if it is a mob, damage the mob
var/mob/M = A
var/damage = 5+O.nin
TakeDamage(M,O,damage)

for(var/turf/T in range(1,src)) // this will make a smoke object around you
new /Effect/Effect obj/smoke (T, O)//This gives the icon of smoke
del(src) // some things are meant to be deleted

That is just an example :D

Also you can use that say if chidori and rasengan bump together and form the huge circle, which I wil be iconning. Also some moves should only have a radious of 0, making the smoke only on one icon. Here are all of the explosion jutsu's that should be made!

1 Tile Explosion:
Housenka
Endan
Ryuuka
Dango
Raikyuu
Etc...

9 Tile Explosion:
Goukakyuu
Chakra Blast
Etc...

13 Tile Explosion:
Chidori + Rasengan
Etc...

Like that
So 1 Tile would be:
x=smoke
o=usr
u=usr+smoke

1:
u

9:
xxx
xux
xxx

13:
x
xxx
xxuxx
xxx
x

Like that!


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HOPPY POTTY!!!!!!!!!


Legendary Kage

Status: Offline
Posts: 1982
Date:

0.0 sounds sexy

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Jounin (Lvl 2)

Status: Offline
Posts: 203
Date:

sexy code

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