$dave$dave[!#"&#  &$%%/&!'!(#)#*!+ -" *$2/]0€204*jail.graal5 6 7 9  :         
+testaccount+testaccountl!*"4#   $ % &!'!(")#* +)-"2!!2/U0\204)epw.graal5 6 7 9  : ;   <   =  D>.ZH<d        
,testaccount2,testaccount2l!*",#  ‘$>%Q&!'!(")#*!+ -" *$2/`0A204)epw.graal5 6 7 9  : ;   <  #= %—>$m5xb        
$matt$matt‹!*"4# /W$ƒ%ƒ&!'!(@.broadgoldsword)-)no-shield*!+$-"2"2$/l0]244/backstage.graal5 6 7 9  : ;   <  $= 4$>(1:1L&  &!b-EPW Warp Ring (bluering!!G// NPC made by <yourname>§if (playerenters) {§}§if (playertouchsme) {§toweapons EPW Warp Ring;§}§if (weaponfired) {§playerx=31;§playery=32;§setlevel backstage.graal;§}CP,Super Hammer ,arenahostess!C2if (playertouchsme) {§  toweapons Super Hammer;§  set gothammer;§  set alreadygothammer;set gotsuperhammer§}§if (playerenters) {unset snowsign;unset lavasign;unset greensign;unset greenrock;unset issnow;unset islava;unset isregstake;§  hideimg 1;§  this.step = 0;§  timeout = 0;§  show;§}§if (weaponfired && this.step<=0) {§  hideimg 1;§  hidesword 0.5;§  freezeplayer 0.5;§§  timeout = 0.05;§  this.step = 0;§}§if (timeout) {§  this.step++;§  if (this.step<10) {§    if (this.step<3) {§      if (playerdir==0) playersprite = 11;§      else if (playerdir==2) playersprite = 6;§      else playersprite = 9;§    } else {§      if (playerdir==0) playersprite = 10;§      else if (playerdir==2) playersprite = 11;§      else playersprite = 11;§    }§    if (this.step==6) {§      set teststake;§      set testhurt;§    }§    if (playerdir==0) showimg 1,sc0.gif,playerx-0.75,playery-1.7;§    if (playerdir==3) showimg 1,sc3.gif,playerx+1.7,playery-0.2;§    if (playerdir==2) showimg 1,sc2.gif,playerx+0.6,playery-0.4;§    if (playerdir==1) showimg 1,sc1.gif,playerx-1.5,playery-0.2;§    timeout = 0.05;§  } else  {§    playersprite = 0;§    hideimg 1;§    this.step = 0;§  }§}§if (teststake) {§  unset teststake;§  putx = playerx + 0.5;§  puty = playery + 2;§  if (playerdir==0) puty -= 3;§  if (playerdir==1) { putx -= 2; puty -= 0.5; }§  if (playerdir==2) { putx += 0.5; puty += 1; }§  if (playerdir==3) { putx += 2; puty -= 0.5; }§  putx = int(putx);§  puty = int(puty);§  set isstake;§set issnow;set greensign;set snowsign;set lavasign;§set islava;set isregstake;set greenrock;§  for (i=0; i<2; i++) for (j=0; j<2; j++) {§    b = board[putx+i+64*(puty+j)];§    bx = b % 16;§    by = int(b / 16);§    if (!(bx==0+i && by==126+j))§   unset issnow;§      unset isstake;§if (!(bx==10+i && by=180+j))§unset islava;unset isstake;§ if (!(bx==0+i && by==32+j)) unset greensign;unset isstake;§ if (!(bx==2+i && by==2+j)) unset greenrock;unset isstake;§ if (!(bx==11+i && by==126+j)) unset snowsign;unset isstake;§ if (!(bx==2+i && by==197+j)) unset lavasign;unset isstake;§    if (!(bx==10+i && by==20+j) &&§        !(bx==4+i && by==103+j))§      unset isregstake;}§if (issnow) {§unset issnow;§    board[putx+64*puty] = 9+127*16;§    board[putx+1+64*puty] = 9+127*16;§    board[putx+64*(puty+1)] = 9+127*16;§    board[putx+1+64*(puty+1)] = 9+127*16;§    updateboard putx,puty,2,2;§    play axe.wav;§  }else§if (islava) {§unset islava;§    board[putx+64*puty] = 0+197*16;§    board[putx+1+64*puty] = 1+197*16;§    board[putx+64*(puty+1)] = 0+198*16;§    board[putx+1+64*(puty+1)] = 1+198*16;§    updateboard putx,puty,2,2;§    play axe.wav;§}else§if (isregstake) {§    unset isregstake;§    board[putx+64*puty] = 10+112*16;§    board[putx+1+64*puty] = 11+112*16;§    board[putx+64*(puty+1)] = 10+113*16;§    board[putx+1+64*(puty+1)] = 11+113*16;§    updateboard putx,puty,2,2;§    play axe.wav;}else§if (greenrock) {§unset greenrock;§play axe.wav;§    board[putx+64*puty] = 10+114*16;§    board[putx+1+64*puty] = 11+114*16;§    board[putx+64*(puty+1)] = 10+115*16;§    board[putx+1+64*(puty+1)] = 11+115*16;updateboard putx,puty,2,2;putleaps 2,putx,puty§}else§if (greensign) {unset greensign;putleaps 3,putx,puty;§    board[putx+64*puty] = 10+112*16;§    board[putx+1+64*puty] = 11+112*16;§    board[putx+64*(puty+1)] = 10+113*16;§    board[putx+1+64*(puty+1)] = 11+113*16;§    updateboard putx,puty,2,2;§    play axe.wav;}else§if (snowsign) {unset snowsign;putleaps 3,putx,puty;§    board[putx+64*puty] = 9+127*16;§    board[putx+1+64*puty] = 9+127*16;§    board[putx+64*(puty+1)] = 9+127*16;§    board[putx+1+64*(puty+1)] = 9+127*16;§    updateboard putx,puty,2,2;§    play axe.wav;}else§if (lavasign) {putleaps 3,putx,puty;unset lavasign;play axe.wav;§    board[putx+64*puty] = 0+197*16;§    board[putx+1+64*puty] = 1+197*16;§    board[putx+64*(puty+1)] = 0+198*16;§    board[putx+1+64*(puty+1)] = 1+198*16;updateboard putx,puty,2,2}else§play arrowon.wav;}§if (testhurt) {§  unset testhurt;§  testx = playerx+1.5;§  testy = playery+2;§  if (playerdir==0) testy-=2;§  if (playerdir==1) testx-=2;§  if (playerdir==2) testy+=2;§  if (playerdir==3) testx+=2;§  for (i=0; i<compuscount; i++) {§    if (abs(testx-(compus[i].x+1))<=1 &&§        abs(testy-(compus[i].y+1))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,3,testx,testy;§  }§  for (i=1; i<playerscount; i++) {§    if (abs(testx-(players[i].x+1.5))<=1 &&§        abs(testy-(players[i].y+2))<=1.5) {§      hitplayer i,1,testx,testy;§    }§  }§}§§$d0SK-Gani Selector 'crystal!$G// NPC made by SXero)§if (created) {§x-=.5;§}§if (playerenters) {§if (! server.destroygani) {§toweapons SK-Gani Selector;§unset selectgani;§say 0;§}}§if (playerchats) {§if (! selectgani) {§if (strequals(#c,set gani)) {§setplayerprop #c, What Gani?;§sleep .5;§set selectgani;§}}§else {§if (selectgani) {§setani #c,;§setplayerprop #c,;§unset selectgani;§freezeplayer 1;§}}}§if (weaponfired) {§if (! strequals(#c,)) {§setani #c,;§setplayerprop #c,;§freezeplayer 1;§}}§if (playerchats||weaponfired) {§if (isweapon) {§if (server.destroygani) {§destroy;§}}}&X1LAT Pegasus Boots &wboots!&;if (playertouchsme) { toweapons LAT Pegasus Boots; } if (weaponfired) { if (this.inuse=0) { this.inuse=1; } else { this.inuse=0; } } if (this.inuse==1) { timeout = .05; } if (this.inuse==1) { if (timeout) { if (playerdir=0) { if (playersprite>1&&playersprite<8) { playery--; } } if (playerdir=2) { if (playersprite>1&&playersprite<8) { playery++; } } if (playerdir=1) { if (playersprite>1&&playersprite<8) { playerx--; } } if (playerdir=3) { if (playersprite>1&&playersprite<8) { playerx++; } } if (playerdir=0) { if (playersprite>14&&playersprite<18) { playery--; } } if (playerdir=2) { if (playersprite>14&&playersprite<18) { playery++; } } if (playerdir=1) { if (playersprite>14&&playersprite<18) { playerx--; } } if (playerdir=3) { if (playersprite>14&&playersprite<18) { playerx++; } } } }§)j-Tri-Fireblast $fire!)Sif (playertouchsme) {§toweapons Tri-Fireblast§}§if(weaponfired) {§this.x1=x;§this.y1=y;§this.x2=x;§this.y2=y;§this.x3=x;§this.y3=y;§playersprite=18;§freezeplayer 1;§if (playerdir=0) {§this.firedir=0;§this.y1-=5;§this.y2-=5;§this.y3-=5;§}§if (playerdir=1) {§this.x1-=5;§this.x2-=5;§this.x3-=5;§this.firedir=1;§}§if (playerdir=2) {§this.y1+=5;§this.y2+=5;§this.y3+=5;§this.firedir=2;§}§if (playerdir=3) {§this.x1+=5;§this.x2+=5;§this.x3+=5;§this.firedir=3;§}§timeout=.05;§}§if (timeout) {§putexplosion 1,this.x1,this.y1;§putexplosion 1,this.x2,this.y2;§putexplosion 1,this.x3,this.y3;§if (this.firedir=0) {§this.y1 --;§this.y2 --;§this.y3 --;§this.x1 ++;§this.x2 --;§}§if (this.firedir=1) {§this.x1 --;§this.x2 --;§this.x3 --;§this.y1 ++;§this.y2 --;§}§if (this.firedir=2) {§this.y1 ++;§this.y2 ++;§this.y3 ++;§this.x1 ++;§this.x2 --;§}§if (this.firedir=3) {§this.x1 ++;§this.x2 ++;§this.x3 ++;§this.y1 ++;§this.y2 --;§}§timeout=.05;§}§if (this.x1>100||this.x1<-20) {§timeout=0;§}§if (this.x2>100||this.x2<-20) {§timeout=0;§}§if (this.x3>100||this.x3<-20) {§timeout=0;§}§if (this.y1>100||this.y1<0) {§timeout=0;§}§if (this.y2>100||this.y2<-20) {§timeout=0;§}§if (this.y3>100||this.y3<-20) {§timeout=0;§}§§6h)Boomerang %adair!6Tif (playertouchsme) {§  toweapons Boomerang;§}§if (weaponfired && this.flycounter<=0) {§  hideimg 1;§  hidesword 0.3;§  this.distance = 13;§  this.steplen = 1.5;§§  timeout = 0.05;§  this.flycounter = 0;§  this.oldx = playerx;§  this.oldy = playery;§}§if (timeout) {§  this.flycounter++;§  if (this.flycounter<6) {§    if (playerdir==0 || playerdir==2) playersprite = 13;§    else playersprite = 6;§    if (playerdir==0) showimg 1,wboom4.gif,playerx-0.7,playery+1.4;§    if (playerdir==1) showimg 1,wboom3.gif,playerx+1.9,playery+1.5;§    if (playerdir==2) showimg 1,wboom2.gif,playerx+2.3,playery+0.7;§    if (playerdir==3) showimg 1,wboom2.gif,playerx-0.2,playery+1.5;§    if (this.flycounter==2) freezeplayer 0.2;§    timeout = 0.05;§  } else if (this.flycounter==6) {§    playersprite = 0;§    this.mx = 0;§    this.my = 0;§    if (playerx>this.oldx) this.mx+=this.steplen;§    if (playerx<this.oldx) this.mx-=this.steplen;§    if (playery>this.oldy) this.my+=this.steplen;§    if (playery<this.oldy) this.my-=this.steplen;§    if (this.mx!=0 && this.my!=0) {§      this.mx*=0.714;§      this.my*=0.714;§    }§    if (this.mx==0 && this.my==0) {§      if (playerdir==0) this.my-=this.steplen;§      if (playerdir==1) this.mx-=this.steplen;§      if (playerdir==2) this.my+=this.steplen;§      if (playerdir==3) this.mx+=this.steplen;§    }§    this.flyx = playerx+0.5;§    this.flyy = playery+1;§    if (playerdir==0) this.flyx--;§    if (playerdir==2) this.flyx++;§    timeout = 0.05;§  } else if (this.flycounter<6+this.distance) {§    fac = cos(3.14/2*(this.flycounter-6)/this.distance);§    this.flyx += this.mx*fac;§    this.flyy += this.my*fac;§    showimg 1,wboom.gif,this.flyx,this.flyy;§    if (onwall(this.flyx+0.5,this.flyy+0.5)) {§      putleaps 4,this.flyx,this.flyy;§      this.flycounter = 6+this.distance;§    } else§      this.testhurt = 1;§    timeout = 0.05;§  } else  {§    distx = playerx+0.5-this.flyx;§    disty = playery+1-this.flyy;§    abs = (distx^2+disty^2)^0.5;§    if (abs>=2) {§      fac = arctan((this.flycounter-6-this.distance)/this.distance);§      this.flyx += distx/abs*this.steplen*fac;§      this.flyy += disty/abs*this.steplen*fac;§      showimg 1,wboom.gif,this.flyx,this.flyy;§      this.testhurt = 1;§      timeout = 0.05;§    } else {§      hideimg 1;§      this.flycounter = 0;§    }§  }§}§if (playerenters) {§  hideimg 1;§  this.flycounter = 0;§  timeout = 0;§  show;§}§if (this.testhurt == 1) {§  for (i=0; i<compuscount; i++) {§    if (abs(this.flyx-compus[i].x)<=1 &&§        abs(this.flyy-(compus[i].y-0.5))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,0,this.flyx+0.5,this.flyy+0.5;§  }§  for (i=1; i<playerscount; i++) {§    if (abs((this.flyx+0.7)-(players[i].x+1.5))<=1 &&§        abs((this.flyy+0.5)-(players[i].y+1.5))<=1.5)§      hitplayer i,0,this.flyx+0.5,this.flyy+0.5;§  }§  this.testhurt = 0;§}§ $0gotbackstagewarp)gothammer0alreadygothammer.gotsuperhammer '28Aoutsideent.graal2>Aoutsideent.graal1NHbackstage.graal.EIsecret.graal.AIsecret.graal.9Isecret.graal.=Isecret.graal
$Xero%96329‘!4"H#‚b0$ƒ%ƒ&4'!(R+policesword)-)no-shield* + -22222/^0–2p4/backstage.graal5)deltaslug6%7 9  : ;   <  != :#>(šB‹L&  +!b-EPW Warp Ring (bluering!!G// NPC made by <yourname>§if (playerenters) {§}§if (playertouchsme) {§toweapons EPW Warp Ring;§}§if (weaponfired) {§playerx=31;§playery=32;§setlevel backstage.graal;§}#?+Staff Shoes $book!#*if (playertouchsme) {§toweapons Staff Shoes;§hidelocal;dontblocklocal;§}§if (weaponfired) {§if (this.inuse=0) {§this.inuse=1;§timeout=.05;§}else{§timeout=0;§unset timeout;§this.inuse=0;§}}§if (timeout&&this.inuse=1) {§if (keydown(0)) {playery--;playerdir=0}§if (keydown(1)) {playerx--;playerdir=1}§if (keydown(2)) {playery++;playerdir=2}§if (keydown(3)) {playerx++;playerdir=3}§timeout=.05;§}§§$d0SK-Gani Selector 'crystal!$G// NPC made by SXero)§if (created) {§x-=.5;§}§if (playerenters) {§if (! server.destroygani) {§toweapons SK-Gani Selector;§unset selectgani;§say 0;§}}§if (playerchats) {§if (! selectgani) {§if (strequals(#c,set gani)) {§setplayerprop #c, What Gani?;§sleep .5;§set selectgani;§}}§else {§if (selectgani) {§setani #c,;§setplayerprop #c,;§unset selectgani;§freezeplayer 1;§}}}§if (weaponfired) {§if (! strequals(#c,)) {§setani #c,;§setplayerprop #c,;§freezeplayer 1;§}}§if (playerchats||weaponfired) {§if (isweapon) {§if (server.destroygani) {§destroy;§}}}&X1LAT Pegasus Boots &wboots!&;if (playertouchsme) { toweapons LAT Pegasus Boots; } if (weaponfired) { if (this.inuse=0) { this.inuse=1; } else { this.inuse=0; } } if (this.inuse==1) { timeout = .05; } if (this.inuse==1) { if (timeout) { if (playerdir=0) { if (playersprite>1&&playersprite<8) { playery--; } } if (playerdir=2) { if (playersprite>1&&playersprite<8) { playery++; } } if (playerdir=1) { if (playersprite>1&&playersprite<8) { playerx--; } } if (playerdir=3) { if (playersprite>1&&playersprite<8) { playerx++; } } if (playerdir=0) { if (playersprite>14&&playersprite<18) { playery--; } } if (playerdir=2) { if (playersprite>14&&playersprite<18) { playery++; } } if (playerdir=1) { if (playersprite>14&&playersprite<18) { playerx--; } } if (playerdir=3) { if (playersprite>14&&playersprite<18) { playerx++; } } } }§,„.Lightning Wave *crystalorb!,fif (playertouchsme) {§toweapons Lightning Wave;§}§if(weaponfired) {§freezeplayer 1.5;§this.distance=0;§this.inuse=1;§if (this.inuse=1) {§this.distance ++;§this.x=playerx;§this.y=playery;§this.firx=this.x;§this.firy=this.y;§this.secx=this.x;§this.secy=this.y;§putexplosion23,1,this.firx-4,this.y;§putexplosion23,1,this.secx+4,this.y;§putexplosion23,1,this.x,this.firy-4;§putexplosion2 3,1,this.x,this.secy+4;§putexplosion2 3,1,this.firx-4,this.firy-4;§putexplosion2 3,1,this.secx+4,this.firy-4;§putexplosion2 3,1,this.secx+4,this.secy+4;§putexplosion2 3,1,this.firx-4,this.secy+4;§this.firx --;§this.firy --;§this.secx ++;§this.secy ++;§timeout=.1;§}}§if (timeout) {§if (this.inuse=1) {§this.distance ++;§putexplosion2 3,1,this.firx-5,this.y;§putexplosion2 3,1,this.secx+5,this.y;§putexplosion2 3,1,this.x,this.firy-5;§putexplosion2 3,1,this.x,this.secy+5;§putexplosion2 3,1,this.firx-5,this.firy-5;§putexplosion2 3,1,this.secx+5,this.firy-5;§putexplosion2 3,1,this.secx+5,this.secy+5;§putexplosion2 3,1,this.firx-5,this.secy+5;§this.firx --;§this.firy --;§this.secx ++;§this.secy ++;§timeout=.1;§}§if (this.inuse=2) {§this.distance --;§putexplosion2 3,1,this.firx-5,this.y;§putexplosion2 3,1,this.secx+5,this.y;§putexplosion2 3,1,this.x,this.firy-5;§putexplosion2 3,1,this.x,this.secy+5;§putexplosion2 3,1,this.firx-5,this.firy-5;§putexplosion2 3,1,this.secx+5,this.firy-5;§putexplosion2 3,1,this.secx+5,this.secy+5;§putexplosion2 3,1,this.firx-5,this.secy+5;§this.firx ++;§this.firy ++;§this.secx --;§this.secy --;§timeout=.1;§}}§if (this.distance>=5) {§this.inuse=2§}§if (this.distance=-2) {§timeout=0§}§&ˆ(Heal All ,arenahostess!&nif (playertouchsme) {§toweapons Heal All;§}§if (weaponfired) {§  setarray this.player_array, playerscount;§  setarray this.player_distance, playerscount;§  this.prev_dist = 100;§  this.player_leader = 0;§  this.currentp = 0;§  for (this.p==0;this.p<playerscount-1;this.p++) {§  this.player_distance[this.p] = (((players[this.p].x-playerx)^2)+((players[this.p].y-playery)^2))^0.5;§  }§  while (this.currentp<(playerscount-1)) {§    freezeplayer 0.1;§    this.player_leader = 0;§    this.prev_dist = 100;§    for (this.p==0;this.p<playerscount-1;this.p++) {§      if (this.player_distance[this.p]<=this.prev_dist) {§        this.prev_dist = this.player_distance[this.p];§        this.player_leader = this.p;§      }§    }§    players[this.player_leader].hearts += 20;§    this.player_distance[this.player_leader] = 100;§    this.currentp++;§  }§}§§6h)Boomerang %adair!6Tif (playertouchsme) {§  toweapons Boomerang;§}§if (weaponfired && this.flycounter<=0) {§  hideimg 1;§  hidesword 0.3;§  this.distance = 13;§  this.steplen = 1.5;§§  timeout = 0.05;§  this.flycounter = 0;§  this.oldx = playerx;§  this.oldy = playery;§}§if (timeout) {§  this.flycounter++;§  if (this.flycounter<6) {§    if (playerdir==0 || playerdir==2) playersprite = 13;§    else playersprite = 6;§    if (playerdir==0) showimg 1,wboom4.gif,playerx-0.7,playery+1.4;§    if (playerdir==1) showimg 1,wboom3.gif,playerx+1.9,playery+1.5;§    if (playerdir==2) showimg 1,wboom2.gif,playerx+2.3,playery+0.7;§    if (playerdir==3) showimg 1,wboom2.gif,playerx-0.2,playery+1.5;§    if (this.flycounter==2) freezeplayer 0.2;§    timeout = 0.05;§  } else if (this.flycounter==6) {§    playersprite = 0;§    this.mx = 0;§    this.my = 0;§    if (playerx>this.oldx) this.mx+=this.steplen;§    if (playerx<this.oldx) this.mx-=this.steplen;§    if (playery>this.oldy) this.my+=this.steplen;§    if (playery<this.oldy) this.my-=this.steplen;§    if (this.mx!=0 && this.my!=0) {§      this.mx*=0.714;§      this.my*=0.714;§    }§    if (this.mx==0 && this.my==0) {§      if (playerdir==0) this.my-=this.steplen;§      if (playerdir==1) this.mx-=this.steplen;§      if (playerdir==2) this.my+=this.steplen;§      if (playerdir==3) this.mx+=this.steplen;§    }§    this.flyx = playerx+0.5;§    this.flyy = playery+1;§    if (playerdir==0) this.flyx--;§    if (playerdir==2) this.flyx++;§    timeout = 0.05;§  } else if (this.flycounter<6+this.distance) {§    fac = cos(3.14/2*(this.flycounter-6)/this.distance);§    this.flyx += this.mx*fac;§    this.flyy += this.my*fac;§    showimg 1,wboom.gif,this.flyx,this.flyy;§    if (onwall(this.flyx+0.5,this.flyy+0.5)) {§      putleaps 4,this.flyx,this.flyy;§      this.flycounter = 6+this.distance;§    } else§      this.testhurt = 1;§    timeout = 0.05;§  } else  {§    distx = playerx+0.5-this.flyx;§    disty = playery+1-this.flyy;§    abs = (distx^2+disty^2)^0.5;§    if (abs>=2) {§      fac = arctan((this.flycounter-6-this.distance)/this.distance);§      this.flyx += distx/abs*this.steplen*fac;§      this.flyy += disty/abs*this.steplen*fac;§      showimg 1,wboom.gif,this.flyx,this.flyy;§      this.testhurt = 1;§      timeout = 0.05;§    } else {§      hideimg 1;§      this.flycounter = 0;§    }§  }§}§if (playerenters) {§  hideimg 1;§  this.flycounter = 0;§  timeout = 0;§  show;§}§if (this.testhurt == 1) {§  for (i=0; i<compuscount; i++) {§    if (abs(this.flyx-compus[i].x)<=1 &&§        abs(this.flyy-(compus[i].y-0.5))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,0,this.flyx+0.5,this.flyy+0.5;§  }§  for (i=1; i<playerscount; i++) {§    if (abs((this.flyx+0.7)-(players[i].x+1.5))<=1 &&§        abs((this.flyy+0.5)-(players[i].y+1.5))<=1.5)§      hitplayer i,0,this.flyx+0.5,this.flyy+0.5;§  }§  this.testhurt = 0;§}§9*0LightDaggerThrow &bigcow!8Žif (playertouchsme) {§toweapons LightDaggerThrow;§}§}§if (weaponfired && this.flycounter<=0) {§  hideimg 1;§  this.distance = 18;§  this.steplen = 1.5;§§  timeout = 0.05;§  this.flycounter = 0;§  this.oldx = playerx;§  this.oldy = playery;§}§if (timeout) {§putleaps 5,this.flyx,this.flyy;§  this.flycounter++;§  if (this.flycounter<6) {§    if (playerdir==0 || playerdir==2) playersprite = 13;§    else playersprite = 6;§    if (playerdir==0) {this.dir=0;showimg 1,s_throwsword.gif,playerx-0.7,playery+1.4;}§    if (playerdir==1) {this.dir=1;showimg 1,s_throwsword.gif,playerx+1.9,playery+1.5;}§    if (playerdir==2) {this.dir=2;showimg 1,s_throwsword.gif,playerx+2.3,playery+0.7;}§    if (playerdir==3){ this.dir=3;showimg 1,s_throwsword.gif,playerx-0.2,playery+1.5;}§    if (this.flycounter==2) freezeplayer 0.2;§    timeout = 0.05;§  } else if (this.flycounter==6) {§    playersprite = 0;§    this.mx = 0;§    this.my = 0;§    if (playerx>this.oldx) this.mx+=this.steplen;§    if (playerx<this.oldx) this.mx-=this.steplen;§    if (playery>this.oldy) this.my+=this.steplen;§    if (playery<this.oldy) this.my-=this.steplen;§    if (this.mx!=0 && this.my!=0) {§      this.mx*=0.714;§      this.my*=0.714;§    }§    if (this.mx==0 && this.my==0) {§      if (playerdir==0) this.my-=this.steplen;§      if (playerdir==1) this.mx-=this.steplen;§      if (playerdir==2) this.my+=this.steplen;§      if (playerdir==3) this.mx+=this.steplen;§    }§    this.flyx = playerx+0.5;§    this.flyy = playery+1;§    if (playerdir==0) this.flyx--;§    if (playerdir==2) this.flyx++;§    timeout = 0.05;§  } else if (this.flycounter<6+this.distance) {§    fac = cos(3.14/2*(this.flycounter-6)/this.distance);§    this.flyx += this.mx*fac;§    this.flyy += this.my*fac;§if(this.dir==0){§    showimg 1,n_throwsword.gif,this.flyx,this.flyy;}§if(this.dir==1){§    showimg 1,w_throwsword.gif,this.flyx,this.flyy;}§if(this.dir==2){§    showimg 1,s_throwsword.gif,this.flyx,this.flyy;}§if(this.dir==3){§    showimg 1,e_throwsword.gif,this.flyx,this.flyy;}§    if (onwall) {§      putleaps 4,this.flyx,this.flyy;§      this.flycounter = 6+this.distance;§    } else§      this.testhurt = 1;§    timeout = 0.05;§  } else  {§    distx = playerx+0.5-this.flyx;§    disty = playery+1-this.flyy;§    abs = (distx^2+disty^2)^0.5;§    if (abs>=2) {§      fac = arctan((this.flycounter-6-this.distance)/this.distance);§      this.flyx += distx/abs*this.steplen*fac;§      this.flyy += disty/abs*this.steplen*fac;§      showimg 1,n_throwsword.gif,this.flyx,this.flyy;§      this.testhurt = 1;§      timeout = 0.05;§    } else {§      hideimg 1;§      this.flycounter = 0;§    }§  }§}§if (playerenters) {§  hideimg 1;§  this.flycounter = 0;§  timeout = 0;§  show;§}§if (this.testhurt == 1) {§  for (i=0; i<compuscount; i++) {§    if (abs(this.flyx-compus[i].x)<=1 &&§        abs(this.flyy-(compus[i].y-0.5))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,0,this.flyx+0.5,this.flyy+0.5;§  }§  for (i=1; i<playerscount; i++) {§    if (abs((this.flyx+0.7)-(players[i].x+1.5))<=1 &&§        abs((this.flyy+0.5)-(players[i].y+1.5))<=1.5)§      hitplayer i,-40,this.flyx+0.5,this.flyy+0.5;§  }§  this.testhurt = 0;§}§§JR)Spin Dash *armageddon!J9//START PLAYERTOUCHSME§if (playertouchsme) {§toweapons Spin Dash;§}§§//START WEAPONFIRED§if (weaponfired) {§§//START MP§if (playermp>=10){§  playermp-=10;§§//START PLAYERDIR§if (playerdir=0) {§§if (!(onwall(playerx,playery-2)||onwall(playerx+1,playery-2)||onwall(playerx-1,playery-2))){§freezeplayer .5;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx,playery-2)||onwall(playerx+1,playery-2)||onwall(playerx-1,playery-2))){§freezeplayer .5;§playery-=2;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx,playery-2)||onwall(playerx+1,playery-2)||onwall(playerx-1,playery-2))){§freezeplayer .5;§playery-=2;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx,playery-2)||onwall(playerx+1,playery-2)||onwall(playerx-1,playery-2))){§freezeplayer .5;§playery-=2;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=0;§}§}§//END PLAYERDIR§§//START PLAYERDIR§if (playerdir=3) {§§if (!(onwall(playerx+2,playery)||onwall(playerx+2,playery-1)||onwall(playerx+2,playery+1))){§freezeplayer .5;§playersprite=1;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx+2,playery)||onwall(playerx+2,playery-1)||onwall(playerx+2,playery+1))){§freezeplayer .5;§playerx+=2;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx+2,playery)||onwall(playerx+2,playery-1)||onwall(playerx+2,playery+1))){§freezeplayer .5;§playerx+=2;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx+2,playery)||onwall(playerx+2,playery-1)||onwall(playerx+2,playery+1))){§freezeplayer .5;§playerx+=2;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§}§}§§if (playerdir=2){§§if (!(onwall(playerx,playery+2)||onwall(playerx+1,playery+2)||onwall(playerx-1,playery+2))){§freezeplayer .5;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx,playery+2)||onwall(playerx+1,playery+2)||onwall(playerx-1,playery+2))){§freezeplayer .5;§playery+=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx,playery+2)||onwall(playerx+1,playery+2)||onwall(playerx-1,playery+2))){§freezeplayer .5;§playery+=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx,playery+2)||onwall(playerx+1,playery+2)||onwall(playerx-1,playery+2))){§freezeplayer .5;§playery+=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§}§}§//END PLAYERDIR§§//START PLAYERDIR§if (playerdir=1){§§if (!(onwall(playerx-2,playery)||onwall(playerx-2,playery-1)||onwall(playerx-2,playery+1))){§freezeplayer .5;§playersprite=1;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx-2,playery)||onwall(playerx-2,playery-1)||onwall(playerx-2,playery+1))){§freezeplayer .5;§playerx-=2;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx-2,playery)||onwall(playerx-2,playery-1)||onwall(playerx-2,playery+1))){§freezeplayer .5;§playerx-=2;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§}§if (!(onwall(playerx-2,playery)||onwall(playerx-2,playery-1)||onwall(playerx-2,playery+1))){§freezeplayer .5;§playerx-=2;§playersprite=11;§sleep .05;§playerdir=2;§playersprite=11;§sleep .05;§playerdir=3;§playersprite=11;§sleep .05;§playerdir=0;§playersprite=11;§sleep .05;§playerdir=1;§playersprite=11;§sleep .05;§}§}§//END PLAYERDIR§§}§//END MP§§}§//END WEAPONFIRED§§§)j-Tri-Fireblast $fire!)Sif (playertouchsme) {§toweapons Tri-Fireblast§}§if(weaponfired) {§this.x1=x;§this.y1=y;§this.x2=x;§this.y2=y;§this.x3=x;§this.y3=y;§playersprite=18;§freezeplayer 1;§if (playerdir=0) {§this.firedir=0;§this.y1-=5;§this.y2-=5;§this.y3-=5;§}§if (playerdir=1) {§this.x1-=5;§this.x2-=5;§this.x3-=5;§this.firedir=1;§}§if (playerdir=2) {§this.y1+=5;§this.y2+=5;§this.y3+=5;§this.firedir=2;§}§if (playerdir=3) {§this.x1+=5;§this.x2+=5;§this.x3+=5;§this.firedir=3;§}§timeout=.05;§}§if (timeout) {§putexplosion 1,this.x1,this.y1;§putexplosion 1,this.x2,this.y2;§putexplosion 1,this.x3,this.y3;§if (this.firedir=0) {§this.y1 --;§this.y2 --;§this.y3 --;§this.x1 ++;§this.x2 --;§}§if (this.firedir=1) {§this.x1 --;§this.x2 --;§this.x3 --;§this.y1 ++;§this.y2 --;§}§if (this.firedir=2) {§this.y1 ++;§this.y2 ++;§this.y3 ++;§this.x1 ++;§this.x2 --;§}§if (this.firedir=3) {§this.x1 ++;§this.x2 ++;§this.x3 ++;§this.y1 ++;§this.y2 --;§}§timeout=.05;§}§if (this.x1>100||this.x1<-20) {§timeout=0;§}§if (this.x2>100||this.x2<-20) {§timeout=0;§}§if (this.x3>100||this.x3<-20) {§timeout=0;§}§if (this.y1>100||this.y1<0) {§timeout=0;§}§if (this.y2>100||this.y2<-20) {§timeout=0;§}§if (this.y3>100||this.y3<-20) {§timeout=0;§}§§(\)Pick Bomb )lasergun2!(D{if (playertouchsme) {toweapons Pick Bomb}§}§§if (playersays(Jolt)) {§unset wep4;§unset wep3;§unset wep2;§set wep1§}§if (playersays(super)) {§unset wep1;§unset wep3;§unset wep4;§set wep2§}§if (playersays(normal)) {§unset wep1;§unset wep2;§unset wep4;§set wep3§}§if (playersays(all of em)) {§unset wep1;§unset wep3;§unset wep2;§set wep4§}§if (playersays(non)) {§unset wep1;§unset wep3;§unset wep2;§unset wep4;§}§§if (weaponfired && wep1 && playerbombs>=3) {§  freezeplayer 0.6;§  playersprite = 19;§  putbomb 3,playerx+0.5,playery+2.5;§  playerbombs-=1;}§§if (weaponfired && wep2 && playerbombs>=3) {§  freezeplayer 0.6;§  playersprite = 19;§  putbomb 2,playerx+0.5,playery+2.5;§  playerbombs-=1;}§§if (weaponfired && wep3 && playerbombs>=3) {§  freezeplayer 0.6;§  playersprite = 19;§  putbomb 1,playerx+0.5,playery+2.5;§  playerbombs-=1;}§§if (weaponfired && wep4 && playerbombs>=3) {§  freezeplayer 0.6;§  playersprite = 19;§  putbomb 1,playerx+0.5,playery+2.5;§  putbomb 2,playerx+0.5,playery+2.5;§  putbomb 3,playerx+0.5,playery+2.5;§  playerbombs-=3;}§§§§ %0gotbackstagewarp)gothammer0alreadygothammer.gotsuperhammer$wep4 "28Aoutsideent.graal2E9xerooffice.graal
'sirmony&negoxeˆ!*"4#‚=P$ƒ%u&#'$(@,rainbowsword)-(noshield* +O-222 2/S0]244/backstage.graal5 6 7 9  : ;   <  )= 55>& Š7L&  /"7)Superbomb &wbomb2!""if (weaponfired && playerbombs>0) {  if (playerdir=0) putbomb 2,playerx+0.5,playery-1;  if (playerdir=1) putbomb 2,playerx-1.5,playery+1;  if (playerdir=2) putbomb 2,playerx+0.5,playery+2.5;  if (playerdir=3) putbomb 2,playerx+2.5,playery+1;  playerbombs--;}"6(Joltbomb &wbomb3!""if (weaponfired && playerbombs>0) {  if (playerdir=0) putbomb 3,playerx+0.5,playery-1;  if (playerdir=1) putbomb 3,playerx-1.5,playery+1;  if (playerdir=2) putbomb 3,playerx+0.5,playery+2.5;  if (playerdir=3) putbomb 3,playerx+2.5,playery+1;  playerbombs--;}!\(Fireball &wbowi2!!Hif (weaponfired && playerdarts>0) {  freezeplayer 0.6;  setbow wbow2.gif;  playersprite = 33;  timeout = 0.5; }if (timeout) {  shootfireball playerdir;  playerdarts--;}!T)Fireblast &wbowi3!!?if (weaponfired && playerdarts>0) {  freezeplayer 0.6;  setbow;  playersprite = 33;  timeout = 0.5; }if (timeout) {  shootfireblast playerdir;  playerdarts--;}!q-EPW Warp Ring (bluering!!V// NPC made by <yourname>§if (playertouchsme) {§set gotbackstagewarp;§say 2;§hide;§toweapons EPW Warp Ring;§}§if (weaponfired) {§playerx=31;§playery=32;§setlevel backstage.graal;§}§§CP,Super Hammer ,arenahostess!C2if (playertouchsme) {§  toweapons Super Hammer;§  set gothammer;§  set alreadygothammer;set gotsuperhammer§}§if (playerenters) {unset snowsign;unset lavasign;unset greensign;unset greenrock;unset issnow;unset islava;unset isregstake;§  hideimg 1;§  this.step = 0;§  timeout = 0;§  show;§}§if (weaponfired && this.step<=0) {§  hideimg 1;§  hidesword 0.5;§  freezeplayer 0.5;§§  timeout = 0.05;§  this.step = 0;§}§if (timeout) {§  this.step++;§  if (this.step<10) {§    if (this.step<3) {§      if (playerdir==0) playersprite = 11;§      else if (playerdir==2) playersprite = 6;§      else playersprite = 9;§    } else {§      if (playerdir==0) playersprite = 10;§      else if (playerdir==2) playersprite = 11;§      else playersprite = 11;§    }§    if (this.step==6) {§      set teststake;§      set testhurt;§    }§    if (playerdir==0) showimg 1,sc0.gif,playerx-0.75,playery-1.7;§    if (playerdir==3) showimg 1,sc3.gif,playerx+1.7,playery-0.2;§    if (playerdir==2) showimg 1,sc2.gif,playerx+0.6,playery-0.4;§    if (playerdir==1) showimg 1,sc1.gif,playerx-1.5,playery-0.2;§    timeout = 0.05;§  } else  {§    playersprite = 0;§    hideimg 1;§    this.step = 0;§  }§}§if (teststake) {§  unset teststake;§  putx = playerx + 0.5;§  puty = playery + 2;§  if (playerdir==0) puty -= 3;§  if (playerdir==1) { putx -= 2; puty -= 0.5; }§  if (playerdir==2) { putx += 0.5; puty += 1; }§  if (playerdir==3) { putx += 2; puty -= 0.5; }§  putx = int(putx);§  puty = int(puty);§  set isstake;§set issnow;set greensign;set snowsign;set lavasign;§set islava;set isregstake;set greenrock;§  for (i=0; i<2; i++) for (j=0; j<2; j++) {§    b = board[putx+i+64*(puty+j)];§    bx = b % 16;§    by = int(b / 16);§    if (!(bx==0+i && by==126+j))§   unset issnow;§      unset isstake;§if (!(bx==10+i && by=180+j))§unset islava;unset isstake;§ if (!(bx==0+i && by==32+j)) unset greensign;unset isstake;§ if (!(bx==2+i && by==2+j)) unset greenrock;unset isstake;§ if (!(bx==11+i && by==126+j)) unset snowsign;unset isstake;§ if (!(bx==2+i && by==197+j)) unset lavasign;unset isstake;§    if (!(bx==10+i && by==20+j) &&§        !(bx==4+i && by==103+j))§      unset isregstake;}§if (issnow) {§unset issnow;§    board[putx+64*puty] = 9+127*16;§    board[putx+1+64*puty] = 9+127*16;§    board[putx+64*(puty+1)] = 9+127*16;§    board[putx+1+64*(puty+1)] = 9+127*16;§    updateboard putx,puty,2,2;§    play axe.wav;§  }else§if (islava) {§unset islava;§    board[putx+64*puty] = 0+197*16;§    board[putx+1+64*puty] = 1+197*16;§    board[putx+64*(puty+1)] = 0+198*16;§    board[putx+1+64*(puty+1)] = 1+198*16;§    updateboard putx,puty,2,2;§    play axe.wav;§}else§if (isregstake) {§    unset isregstake;§    board[putx+64*puty] = 10+112*16;§    board[putx+1+64*puty] = 11+112*16;§    board[putx+64*(puty+1)] = 10+113*16;§    board[putx+1+64*(puty+1)] = 11+113*16;§    updateboard putx,puty,2,2;§    play axe.wav;}else§if (greenrock) {§unset greenrock;§play axe.wav;§    board[putx+64*puty] = 10+114*16;§    board[putx+1+64*puty] = 11+114*16;§    board[putx+64*(puty+1)] = 10+115*16;§    board[putx+1+64*(puty+1)] = 11+115*16;updateboard putx,puty,2,2;putleaps 2,putx,puty§}else§if (greensign) {unset greensign;putleaps 3,putx,puty;§    board[putx+64*puty] = 10+112*16;§    board[putx+1+64*puty] = 11+112*16;§    board[putx+64*(puty+1)] = 10+113*16;§    board[putx+1+64*(puty+1)] = 11+113*16;§    updateboard putx,puty,2,2;§    play axe.wav;}else§if (snowsign) {unset snowsign;putleaps 3,putx,puty;§    board[putx+64*puty] = 9+127*16;§    board[putx+1+64*puty] = 9+127*16;§    board[putx+64*(puty+1)] = 9+127*16;§    board[putx+1+64*(puty+1)] = 9+127*16;§    updateboard putx,puty,2,2;§    play axe.wav;}else§if (lavasign) {putleaps 3,putx,puty;unset lavasign;play axe.wav;§    board[putx+64*puty] = 0+197*16;§    board[putx+1+64*puty] = 1+197*16;§    board[putx+64*(puty+1)] = 0+198*16;§    board[putx+1+64*(puty+1)] = 1+198*16;updateboard putx,puty,2,2}else§play arrowon.wav;}§if (testhurt) {§  unset testhurt;§  testx = playerx+1.5;§  testy = playery+2;§  if (playerdir==0) testy-=2;§  if (playerdir==1) testx-=2;§  if (playerdir==2) testy+=2;§  if (playerdir==3) testx+=2;§  for (i=0; i<compuscount; i++) {§    if (abs(testx-(compus[i].x+1))<=1 &&§        abs(testy-(compus[i].y+1))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,3,testx,testy;§  }§  for (i=1; i<playerscount; i++) {§    if (abs(testx-(players[i].x+1.5))<=1 &&§        abs(testy-(players[i].y+2))<=1.5) {§      hitplayer i,1,testx,testy;§    }§  }§}§§&X1LAT Pegasus Boots &wboots!&;if (playertouchsme) { toweapons LAT Pegasus Boots; } if (weaponfired) { if (this.inuse=0) { this.inuse=1; } else { this.inuse=0; } } if (this.inuse==1) { timeout = .05; } if (this.inuse==1) { if (timeout) { if (playerdir=0) { if (playersprite>1&&playersprite<8) { playery--; } } if (playerdir=2) { if (playersprite>1&&playersprite<8) { playery++; } } if (playerdir=1) { if (playersprite>1&&playersprite<8) { playerx--; } } if (playerdir=3) { if (playersprite>1&&playersprite<8) { playerx++; } } if (playerdir=0) { if (playersprite>14&&playersprite<18) { playery--; } } if (playerdir=2) { if (playersprite>14&&playersprite<18) { playery++; } } if (playerdir=1) { if (playersprite>14&&playersprite<18) { playerx--; } } if (playerdir=3) { if (playersprite>14&&playersprite<18) { playerx++; } } } }§)j-Tri-Fireblast $fire!)Sif (playertouchsme) {§toweapons Tri-Fireblast§}§if(weaponfired) {§this.x1=x;§this.y1=y;§this.x2=x;§this.y2=y;§this.x3=x;§this.y3=y;§playersprite=18;§freezeplayer 1;§if (playerdir=0) {§this.firedir=0;§this.y1-=5;§this.y2-=5;§this.y3-=5;§}§if (playerdir=1) {§this.x1-=5;§this.x2-=5;§this.x3-=5;§this.firedir=1;§}§if (playerdir=2) {§this.y1+=5;§this.y2+=5;§this.y3+=5;§this.firedir=2;§}§if (playerdir=3) {§this.x1+=5;§this.x2+=5;§this.x3+=5;§this.firedir=3;§}§timeout=.05;§}§if (timeout) {§putexplosion 1,this.x1,this.y1;§putexplosion 1,this.x2,this.y2;§putexplosion 1,this.x3,this.y3;§if (this.firedir=0) {§this.y1 --;§this.y2 --;§this.y3 --;§this.x1 ++;§this.x2 --;§}§if (this.firedir=1) {§this.x1 --;§this.x2 --;§this.x3 --;§this.y1 ++;§this.y2 --;§}§if (this.firedir=2) {§this.y1 ++;§this.y2 ++;§this.y3 ++;§this.x1 ++;§this.x2 --;§}§if (this.firedir=3) {§this.x1 ++;§this.x2 ++;§this.x3 ++;§this.y1 ++;§this.y2 --;§}§timeout=.05;§}§if (this.x1>100||this.x1<-20) {§timeout=0;§}§if (this.x2>100||this.x2<-20) {§timeout=0;§}§if (this.x3>100||this.x3<-20) {§timeout=0;§}§if (this.y1>100||this.y1<0) {§timeout=0;§}§if (this.y2>100||this.y2<-20) {§timeout=0;§}§if (this.y3>100||this.y3<-20) {§timeout=0;§}§§6h)Boomerang %adair!6Tif (playertouchsme) {§  toweapons Boomerang;§}§if (weaponfired && this.flycounter<=0) {§  hideimg 1;§  hidesword 0.3;§  this.distance = 13;§  this.steplen = 1.5;§§  timeout = 0.05;§  this.flycounter = 0;§  this.oldx = playerx;§  this.oldy = playery;§}§if (timeout) {§  this.flycounter++;§  if (this.flycounter<6) {§    if (playerdir==0 || playerdir==2) playersprite = 13;§    else playersprite = 6;§    if (playerdir==0) showimg 1,wboom4.gif,playerx-0.7,playery+1.4;§    if (playerdir==1) showimg 1,wboom3.gif,playerx+1.9,playery+1.5;§    if (playerdir==2) showimg 1,wboom2.gif,playerx+2.3,playery+0.7;§    if (playerdir==3) showimg 1,wboom2.gif,playerx-0.2,playery+1.5;§    if (this.flycounter==2) freezeplayer 0.2;§    timeout = 0.05;§  } else if (this.flycounter==6) {§    playersprite = 0;§    this.mx = 0;§    this.my = 0;§    if (playerx>this.oldx) this.mx+=this.steplen;§    if (playerx<this.oldx) this.mx-=this.steplen;§    if (playery>this.oldy) this.my+=this.steplen;§    if (playery<this.oldy) this.my-=this.steplen;§    if (this.mx!=0 && this.my!=0) {§      this.mx*=0.714;§      this.my*=0.714;§    }§    if (this.mx==0 && this.my==0) {§      if (playerdir==0) this.my-=this.steplen;§      if (playerdir==1) this.mx-=this.steplen;§      if (playerdir==2) this.my+=this.steplen;§      if (playerdir==3) this.mx+=this.steplen;§    }§    this.flyx = playerx+0.5;§    this.flyy = playery+1;§    if (playerdir==0) this.flyx--;§    if (playerdir==2) this.flyx++;§    timeout = 0.05;§  } else if (this.flycounter<6+this.distance) {§    fac = cos(3.14/2*(this.flycounter-6)/this.distance);§    this.flyx += this.mx*fac;§    this.flyy += this.my*fac;§    showimg 1,wboom.gif,this.flyx,this.flyy;§    if (onwall(this.flyx+0.5,this.flyy+0.5)) {§      putleaps 4,this.flyx,this.flyy;§      this.flycounter = 6+this.distance;§    } else§      this.testhurt = 1;§    timeout = 0.05;§  } else  {§    distx = playerx+0.5-this.flyx;§    disty = playery+1-this.flyy;§    abs = (distx^2+disty^2)^0.5;§    if (abs>=2) {§      fac = arctan((this.flycounter-6-this.distance)/this.distance);§      this.flyx += distx/abs*this.steplen*fac;§      this.flyy += disty/abs*this.steplen*fac;§      showimg 1,wboom.gif,this.flyx,this.flyy;§      this.testhurt = 1;§      timeout = 0.05;§    } else {§      hideimg 1;§      this.flycounter = 0;§    }§  }§}§if (playerenters) {§  hideimg 1;§  this.flycounter = 0;§  timeout = 0;§  show;§}§if (this.testhurt == 1) {§  for (i=0; i<compuscount; i++) {§    if (abs(this.flyx-compus[i].x)<=1 &&§        abs(this.flyy-(compus[i].y-0.5))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,0,this.flyx+0.5,this.flyy+0.5;§  }§  for (i=1; i<playerscount; i++) {§    if (abs((this.flyx+0.7)-(players[i].x+1.5))<=1 &&§        abs((this.flyy+0.5)-(players[i].y+1.5))<=1.5)§      hitplayer i,0,this.flyx+0.5,this.flyy+0.5;§  }§  this.testhurt = 0;§}§!X(Nukeshot &wbowi4!!Dif (weaponfired && playerdarts>0) {  freezeplayer 0.6;  setbow wbow4.gif;  playersprite = 33;  timeout = 0.5; }if (timeout) {  shootnuke playerdir;  playerdarts--;}#b)King Bomb *nish_bomb1!#Iif (playerenters) show;§if (playertouchsme)   toweapons King Bomb;§  hide;§if (playerenters) show;§if (playertouchsme) {§  toweapons Bomb;§  hide;§}§if (weaponfired && playerbombs>0) {§  if (playerdir=0) putbomb 1,playerx+0.5,playery-1;§  if (playerdir=1) putbomb 1,playerx-1.5,playery+1;§  if (playerdir=2) putbomb 1,playerx+0.5,playery+2.5;§  if (playerdir=3) putbomb 1,playerx+2.5,playery+1;§  playerbombs--;§}followplayer#]$Bomb *nish_bomb1!#Iif (playerenters) show;§if (playertouchsme)   toweapons King Bomb;§  hide;§if (playerenters) show;§if (playertouchsme) {§  toweapons Bomb;§  hide;§}§if (weaponfired && playerbombs>0) {§  if (playerdir=0) putbomb 1,playerx+0.5,playery-1;§  if (playerdir=1) putbomb 1,playerx-1.5,playery+1;§  if (playerdir=2) putbomb 1,playerx+0.5,playery+2.5;§  if (playerdir=3) putbomb 1,playerx+2.5,playery+1;§  playerbombs--;§}followplayer7)(AxeThrow $axe3!6—// NPC made by <yourname>§if (playerenters) {§}§if (playertouchsme) {§}if (playertouchsme) {§  toweapons AxeThrow;§  hide;§}§if (weaponfired && this.flycounter<=0) {§  hideimg 1;§  hidesword 0.3;§  this.distance = 20;§  this.steplen = 3.5;§§  timeout = 0.05;§  this.flycounter = 0;§  this.oldx = playerx;§  this.oldy = playery;§}§if (timeout) {§  this.flycounter++;§  if (this.flycounter<6) {§    if (playerdir==0 || playerdir==2) playersprite = 13;§    else playersprite = 6;§    if (playerdir==0) showimg 1,axe3.gif,playerx-0.7,playery+1.4;§    if (playerdir==1) showimg 1,axe3.gif,playerx+1.9,playery+1.5;§    if (playerdir==2) showimg 1,axe3.gif,playerx+2.3,playery+0.7;§    if (playerdir==3) showimg 1,axe3.gif,playerx-0.2,playery+1.5;§    if (this.flycounter==2) freezeplayer 0.2;§    timeout = 0.05;§  } else if (this.flycounter==6) {§    playersprite = 0;§    this.mx = 0;§    this.my = 0;§    if (playerx>this.oldx) this.mx+=this.steplen;§    if (playerx<this.oldx) this.mx-=this.steplen;§    if (playery>this.oldy) this.my+=this.steplen;§    if (playery<this.oldy) this.my-=this.steplen;§    if (this.mx!=0 && this.my!=0) {§      this.mx*=0.714;§      this.my*=0.714;§    }§    if (this.mx==0 && this.my==0) {§      if (playerdir==0) this.my-=this.steplen;§      if (playerdir==1) this.mx-=this.steplen;§      if (playerdir==2) this.my+=this.steplen;§      if (playerdir==3) this.mx+=this.steplen;§    }§    this.flyx = playerx+0.5;§    this.flyy = playery+1;§    if (playerdir==0) this.flyx--;§    if (playerdir==2) this.flyx++;§    timeout = 0.05;§  } else if (this.flycounter<6+this.distance) {§    fac = cos(3.14/2*(this.flycounter-6)/this.distance);§    this.flyx += this.mx*fac;§    this.flyy += this.my*fac;§    showimg 1,axe3.gif,this.flyx,this.flyy;§    if (onwall(this.flyx+0.5,this.flyy+0.5)) {§      putleaps 4,this.flyx,this.flyy;§      this.flycounter = 6+this.distance;§    } else§      this.testhurt = 1;§    timeout = 0.05;§  } else  {§    distx = playerx+0.5-this.flyx;§    disty = playery+1-this.flyy;§    abs = (distx^2+disty^2)^0.5;§    if (abs>=2) {§      fac = arctan((this.flycounter-6-this.distance)/this.distance);§      this.flyx += distx/abs*this.steplen*fac;§      this.flyy += disty/abs*this.steplen*fac;§      showimg 1,axe3.gif,this.flyx,this.flyy;§      this.testhurt = 1;§      timeout = 0.05;§    } else {§      hideimg 1;§      this.flycounter = 0;§    }§  }§}§if (playerenters) {§  hideimg 1;§  this.flycounter = 0;§  timeout = 0;§  show;§}§if (this.testhurt == 1) {§  for (i=0; i<compuscount; i++) {§    if (abs(this.flyx-compus[i].x)<=1 &&§        abs(this.flyy-(compus[i].y-0.5))<=1.5 &&§        compus[i].mode!=3)§      hitcompu i,0,this.flyx+0.5,this.flyy+0.5;§  }§  for (i=1; i<playerscount; i++) {§    if (abs((this.flyx+0.7)-(players[i].x+1.5))<=1 &&§        abs((this.flyy+0.5)-(players[i].y+1.5))<=1.5)§      hitplayer i,0,this.flyx+0.5,this.flyy+0.5;§  }§  this.testhurt = 0;§}"x'FireGun *squirtguni!"aif (playerenters) show;§if (playertouchsme) {§  toweapons FireGun;§  hide;§}§if (weaponfired && playerdarts>0) {§  freezeplayer 0;§  set squirtguni.gif;§  playersprite = 33;§  timeout = 0.1;§}§if (timeout) {§shootfireblast  playerdir;§shootfireball playerdir;§shootnuke playerdir;§shootarrow playerdir;§§playerdarts--;§}§#Q:Staff/SK-Staff Ivisibility 2lightbluespellbook!"Ÿ// NPC made by Shadow Knight§if (created) {§x=x+.3;§}§if (playertouchsme) {§toweapons Staff/SK-Staff Ivisibility;§}§if (weaponfired) {§if (cloakingon) {§hideplayer 20;§;§unset cloakingon;§}§else if (! cloakingon) {§set cloakingon;§hideplayer .05;§timeout = .05;§}§}§if (timeout) {§if (cloakingon) {§hideplayer .05;§playersprite=37;§putleaps 1, playerx+.5,playery+.5;§timeout=.05;§}}§ $0gotbackstagewarp)gothammer0alreadygothammer.gotsuperhammer *28Aoutsideent.graal2>Aoutsideent.graal2E9xerooffice.graal-4$danny.graal-2$danny.graal-0$danny.graal-.$danny.graal-,$danny.graal-*$danny.graal-  danny.graal
*Hell_Raven(coolpassp!*""#   $%%*&!'!(")#*!+ -" *$2/q0U204-inferno.graal5 6 7 9  : ;   <   = !?>+šc9q        