SpellObject#=53:CharacterObject#=30
camerafix#=180:spellscale#=100
zero#=0:one#=1:multiplier#=3
Expander#=1000:MagicSpacer#=1
ShootSpell#=80:SpellHitter#=10
maxspell#=ShootSpell#
do
if shootspell#>zero#:show object SpellObject#
if shootspell#<=spellhitter#:if shootspell#=spellhitter#
if soundson#=one# then play sound 1:endif
shootspell#=shootspell#-one#
scale object SpellObject#,(expander#-(shootspell#*multiplier#)),(expander#-(shootspell#*multiplier#)),(expander#-(shootspell#*multiplier#))
gosub checkspellcollision
else
if shootspell#=maxspell#
position object SpellObject#,object position x(CharacterObject#),object position y(CharacterObject#)+magicheight#,object position z(CharacterObject#)
rotate object SpellObject#, object angle x(CharacterObject#),wrapvalue(object angle y(CharacterObject#)+camerafix#),object angle z(CharacterObject#)
shootswitcher#=one#:endif
scale object SpellObject#,spellscale#+shootspell#,spellscale#+shootspell#,spellscale#+shootspell#
move object SpellObject#,magicspacer#
shootspell#=shootspell#-one#
endif
else:if shootswitcher#=1
position object SpellObject#, object position x(CharacterObject#),object position y(CharacterObject#),object position z(CharacterObject#)
hide object SpellObject#: shootswitcher#=zero#
endif
endif
sync:loop
REM
// Do
// position object SpellObject#,object position x(CharacterObject#),object position y(CharacterObject#)+magicheight#,object position z(CharacterObject#)
// for x = 1 to 1000
// move object spellobject#
// next x
// sync:loop
REM ****************************