I've been fixing it all night and after sleeping, I kept trying to fix it until now but the script still show that error.
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function cc.blackhole.blackhole.update(id,x,y) 	local players=playertable(0,0) 	for i=1,#players do 		if math.sqrt((x-getplayerx(players[i]))^2+(y-getplayery(players[i]))^2)<=300 then 			playerpush(players[i],0,0,1,0) 			playerforceframe(players[i],4) 			if getplayerx(players[i])>x then 				playerposition(players[i],getplayerx(players[i])-6,getplayery(players[i])) 			elseif getplayerx(players[i])<x then 				playerposition(players[i],getplayerx(players[i])+6,getplayery(players[i])) 			end 			if getplayery(players[i])>y then 				playerposition(players[i],getplayerx(players[i]),getplayery(players[i])-6) 			elseif getplayery(players[i])<y then 				playerposition(players[i],getplayerx(players[i]),getplayery(players[i])+6) 			end 			if getplayerx(players[i])==x and getplayery(players[i])<y then 				playerposition(players[i],getplayerx(players[i]),getplayery(players[i])+6) 			elseif getplayerx(players[i])==x and getplayery(players[i])>y then 				playerposition(players[i],getplayerx(players[i]),getplayery(players[i])-6) 			elseif getplayerx(players[i])<x and getplayery(players[i])==y then 				playerposition(players[i],getplayerx(players[i])+6,getplayery(players[i])) 			elseif getplayerx(players[i])>x and getplayery(players[i])==y then 				playerposition(players[i],getplayerx(players[i])-6,getplayery(players[i])) 			end 		end 	end 	for pi=1,#projectiles do 		if projectiles[pi].x~=nil and projectiles[pi].y~=nil and projectiles[pi].sx~=nil and projectiles[pi].sy~=nil then 			if math.sqrt((x-projectiles[pi].x)^2+(y-projectiles[pi].y)^2)<=50 then 				projectiles[pi].x=-1000 				projectiles[pi].y=getwatery() 			elseif math.sqrt((x-projectiles[pi].x)^2+(y-projectiles[pi].y)^2)<=300 then 				if projectiles[pi].x>x then 					projectiles[pi].x=projectiles[pi].x-6 					projectiles[pi].sx=projectiles[pi].sx-0.5 				elseif projectiles[pi].x<x then 					projectiles[pi].x=projectiles[pi].x+6 					projectiles[pi].sx=projectiles[pi].sx+0.5 				end 				if projectiles[pi].y>y then 					projectiles[pi].y=projectiles[pi].y-6 					projectiles[pi].sy=projectiles[pi].sy-0.5 				elseif projectiles[pi].y<y then 					projectiles[pi].y=projectiles[pi].y+6 					projectiles[pi].sy=projectiles[pi].sy+0.5 				end 				if projectiles[pi].x==x and projectiles[pi].y<y then 					projectiles[pi].y=projectiles[pi].y+6 					projectiles[pi].sy=projectiles[pi].sy+0.5 					projectiles[pi].sx=0.0 				elseif projectiles[pi].x==x and projectiles[pi].y>y then 					projectiles[pi].y=projectiles[pi].y-6 					projectiles[pi].sy=projectiles[pi].sy-0.5 					projectiles[pi].sx=0.0 				elseif projectiles[pi].x<x and projectiles[pi].y==y then 					projectiles[pi].x=projectiles[pi].x+6 					projectiles[pi].sx=projectiles[pi].sx+0.5 					projectiles[pi].sy=0.0 				elseif projectiles[pi].x>x and projectiles[pi].y==y then 					projectiles[pi].x=rojectiles[pi].x-6 					projectiles[pi].sx=projectiles[pi].sx-0.5 					projectiles[pi].sy=0.0 				end 			end 		end 	end 	local objects=objecttable() 	for oi=1,#objects do 		if objects~=nil then 			if math.sqrt((x-getobjectx(objects[oi]))^2+(y-getobjecty(objects[oi]))^2)<=300 then 				objects[objects[oi]].sy=0 				if getobjectx(objects[oi])>x then 					objectposition(objects[oi],objectx(objects[oi])-6,getobjecty(objects[oi])) 				elseif getobjectx(objects[oi])<x then 					objectposition(objects[oi],objectx(objects[oi])+6,getobjecty(objects[oi])) 				end 				if getobjecty(objects[oi])>y then 					objectposition(objects[oi],objectx(objects[oi]),getobjecty(objects[oi])-6) 				elseif getobjecty(objects[oi])<y then 					objectposition(objects[oi],objectx(objects[oi]),getobjecty(objects[oi])+6) 				end 				if getobjectx(objects[oi])==x and getobjecty(objects[oi])<y then 					objectposition(objects[oi],objectx(objects[oi]),getobjecty(objects[oi])+6) 				elseif getobjectx(objects[oi])==x and getobjecty(objects[oi])>y then 					objectposition(objects[oi],objectx(objects[oi]),getobjecty(objects[oi])-6) 				elseif getobjectx(objects[oi])<x and getobjecty(objects[oi])==y then 					objectposition(objects[oi],objectx(objects[oi])+6,getobjecty(objects[oi])) 				elseif getobjectx(objects[oi])>x and getobjecty(objects[oi])==y then 					objectposition(objects[oi],objectx(objects[oi])-6,getobjecty(objects[oi])) 				end 			end 		end 	end 	baho=objecttable(cc.blackhole.blackhole) 	for bh=1,#baho do 		if math.sqrt((x-getobjectx(baho[bh]))^2+(y-getobjecty(baho[bh]))^2)<=700 then 			if bh~=id then 				removeobject(bh) 			end 		end 	end 	fire=objecttable(o_fire) 	for f=1,#fire do 		if math.sqrt((x-getobjectx(fire[f]))^2+(y-getobjecty(fire[f]))^2)<=50 then 			removeobject(fire[f]) 		end 	end 	trap=objecttable(o_beartrap) 	for t=1,#trap do 		if math.sqrt((x-getobjectx(trap[t]))^2+(y-getobjecty(trap[t]))^2)<=50 then 			removeobject(trap[t]) 		end 	end 	mine=objecttable(o_mine) 	for m=1,#mine do 		if math.sqrt((x-getobjectx(mine[m]))^2+(y-getobjecty(mine[m]))^2)<=50 then 			removeobject(mine[m]) 		end 	end 	itembox=objecttable(o_supply) 	for b=1,#itembox do 		if math.sqrt((x-getobjectx(itembox[b]))^2+(y-getobjecty(itembox[b]))^2)<=50 then 			removeobject(itembox[b]) 		end 	end 	healbox=objecttable(o_medikit) 	for h=1,#healbox do 		if math.sqrt((x-getobjectx(healbox[h]))^2+(y-getobjecty(healbox[h]))^2)<=50 then 			removeobject(healbox[h]) 		end 	end 	if collision(cc.blackhole.gfx_sucker,x,y)==1 then 		if objectcollision()>0 and objectcollision()~=id then 			removeobject(objectcollision()) 		end 		if playercollision()>0 then 			playerdamage(playercollision(),2147483648) 		end 	end 	if collision(cc.blackhole.gfx,x,y)==1 then 		if terraincollision()>0 then 			terraincircle(x,y,120,0x00000000) 		end 	end end
edited 1×, last 10.06.12 08:03:32 am