The Snowhold Clash topic

thats snowhold, the one above was fierce forces

wow ur really 0-11 bracket?

nah, i just changed to get easy opponents

Um. I’m not exactly sure thats allowed. :grimacing:

Can you plz change it back.

image
when he sees justalukes among us and the desert dispute

Hey guys, i have a question. How can I create a spirit at point B to destroy Tower Middle, but then place it at point D to destroy Tower Down, and finally destroy the main tower?

You can use the function hero.setSpiritSpawn() to set the spirit’s next spawnpoint to any letter.

1 Like

Oh ok thanks so much!

1 Like

hi @JustALuke, can you show me your code in snowhold? Because I’m new to programming, I don’t know much, I want to learn more things. Thank you very much.

Sure! It’s in the AiLeague video anyways so it’s not like it’s a secret or anything
It is in Javascript

var eHero = hero.findNearest(findByTypeEnemy("base"));
var cTime = 0;
function spiritAct(data) {
    const spirit = data.spirit;
    const place = data.place;
    while (true) {
        var enemy = hero.findNearestEnemy();
        var nearT = spirit.findNearest(findByTypeEnemy("tower"));
        var nearEnemy = spirit.findNearestEnemy();
        var enemies = spirit.findEnemies();
        var flare = flareNear(spirit);
        var blaze = blazeNear(spirit);
        var ESpirit = hero.findNearest(hero.findEnemySpirits());
        var towers = findByTypeEnemy("tower");
        var fTowers = findByType("tower");
        if (spirit.isReady("haste")) {
            spirit.special("haste");
        } else if (hero.time >= 135 && nearEnemy && nearEnemy.x <= 60 && spirit.distanceTo(nearEnemy) < 20 && spirit.isReady("crystallize") && nearEnemy.type != "spirit") {
            cTime = hero.time;
            spirit.special("crystallize");
            while (true) {
                if (ESpirit && spirit.distanceTo(ESpirit) <= 12 && ESpirit.health > 0 && ESpirit.x <= 60) {
                    spirit.special("flare", ESpirit);
                }
                if (hero.time > cTime + 5) {
                    break;
                }
            }
        } else if (ESpirit && spirit.distanceTo(ESpirit) <= 25 && hero.distanceTo(ESpirit) >= spirit.distanceTo(ESpirit) + 5 && ESpirit.health > 0 && ESpirit.x <= 60 && towers.length < 1 && fTowers.length < 1 && ESpirit.isReady("crystallize")) {
            if (spirit.distanceTo(ESpirit) <= 12) {
                spirit.special("flare", ESpirit);
            } else {
                spirit.moveTowards(ESpirit.x, ESpirit.y);
            }
        } else if (blaze >= spirit.health * 2) {
            spirit.special("blaze");
        } else if (flare && nearEnemy.target == spirit) {
            spirit.special("flare", flare);
        } else if (nearT && spirit.distanceTo(nearT) <= 12) {
            var movePos = Vector.add(new Vector(spirit.x, spirit.y), Vector.multiply(Vector.normalize(Vector.subtract(new Vector(nearT.x, nearT.y), new Vector(spirit.x, spirit.y))), 4));
            spirit.moveTowards(movePos.x, movePos.y);
            spirit.special("flare", nearT);
        } else if (nearT && spirit.distanceTo(nearT) <= 25) {
            zigZag(nearT, spirit);
        } else if (nearT && spirit.distanceTo(nearT) > 25) {
            spirit.moveTowards(nearT.x - 4, nearT.y);
        } else if (blaze > 320) {
            spirit.special("blaze");
        } else if (flare) {
            spirit.special("flare", flare);
        } else if (eHero && spirit.distanceTo(eHero) <= 12) {
            spirit.special("flare", eHero);
        } else if (nearEnemy && nearEnemy.x <= 60 && spirit.distanceTo(nearEnemy) > 5 && spirit.distanceTo(nearEnemy) <= 20) {
            spirit.moveTowards(nearEnemy.x, nearEnemy.y);
        } else if (nearEnemy && nearEnemy.x <= 60 && spirit.distanceTo(nearEnemy) <= 5) {
            spirit.attack(nearEnemy);
        } else if (eHero && spirit.distanceTo(eHero) > 12 && enemy && enemy.x > 60) {
            spirit.moveTowards(95, 40);
        } else if (nearEnemy && spirit.distanceTo(nearEnemy) > 5 && nearEnemy.x <= 60) {
            spirit.moveTowards(nearEnemy.x, nearEnemy.y);
        } else {
            spirit.moveTowards(15, 40);
        }
    }
}
function zigZag(enemy, spirit) {
    var direction = Vector.multiply(Vector.normalize(Vector.subtract(new Vector(enemy.x, enemy.y), new Vector(spirit.x, spirit.y))), 3);
    var posOne = Vector.multiply(direction, 3);
    var r1 = Vector.add(new Vector(spirit.x, spirit.y), Vector.add(Vector.rotate(direction, Math.PI / 2), posOne));
    var r2 = Vector.add(new Vector(spirit.x, spirit.y), Vector.add(Vector.rotate(direction, -Math.PI / 2), posOne));
    spirit.moveTowards(r1.x, r1.y);
    spirit.moveTowards(r2.x, r2.y);
}
function flareNear(spirit) {
    var enemies = spirit.findEnemies();
    var flare = [];
    for (var i = 0; i < enemies.length; i++) {
        var enemy = enemies[i];
        if (enemy.health >= spirit.health * 1.8) {
            flare.push(enemy);
        }
    }
    var nearFlare = spirit.findNearest(flare);
    if (nearFlare && spirit.distanceTo(nearFlare) <= 12) {
        return nearFlare;
    }
}
function blazeNear(spirit) {
    var enemies = spirit.findEnemies();
    var blaze = 0;
    for (var i = 0; i < enemies.length; i++) {
        var enemy = enemies[i];
        if (spirit.distanceTo(enemy) < 12 && enemy.health >= spirit.health * 1.2) {
            blaze += spirit.health * 1.2;
        } else if (spirit.distanceTo(enemy) < 12) {
            blaze += enemy.health;
        }
    }
    return blaze;
}
function lightning() {
    var enemies = hero.findEnemies();
    var strikeE = [];
    for (var i = 0; i < enemies.length; i++) {
        var enemy = enemies[i];
        if ((enemy.health > 20 || enemy.x <= 25) && (enemy.type == "warlock" || enemy.type == "shaman" || enemy.type == "catapult")) {
            strikeE.push(enemy);
        }
    }
    var strike = hero.findNearest(strikeE);
    return strike;
}
function fireBall2000() {
    var enemies = hero.findEnemies();
    var enemyDistance = [];
    var mostNear = 0;
    var mostNearUnits = null;
    for (var l = 0; l < enemies.length; l++) {
        enemyDistance.push(0);
    }
    for (var i = 0; i < enemies.length; i++) {
        var enemy = enemies[i];
        if (enemy.type == "tower" || enemy.type == "base" || enemy.type == "skeleton" || enemy.type == "spirit" || enemy.type == "spirit" && !enemy.isReady("haste")) {
            continue;
        }
        for (var k = 0; k < enemies.length; k++) {
            var enemy2 = enemies[k];
            if (enemy2.type == "tower" || enemy2.type == "base" || enemy2.type == "skeleton" || enemy2 == enemy || enemy2.type == "spirit" && !enemy2.isReady("haste")) {
                continue;
            }
            if (enemy.distanceTo(enemy2) <= 9) {
                enemyDistance.splice(i, 1, enemyDistance[i] += 1);
                if (enemyDistance[i] > mostNear || enemyDistance[i] === mostNear && hero.distanceTo(enemy) < hero.distanceTo(mostNearUnits)) {
                    mostNearUnits = enemy;
                    mostNear = enemyDistance[i];
                }
            }
        }
    }
    return mostNearUnits;
}
function fireBallUnit(unit) {
    var unitAttackRange = 0;
    var unitMaxSpeed = 0;
    if (unit.type == "archer") {
        unitAttackRange = 15;
        unitMaxSpeed = 14;
    } else if (unit.type == "soldier") {
        unitAttackRange = 3;
        unitMaxSpeed = 14;
    } else if (unit.type == "paladin") {
        unitAttackRange = 3;
        unitMaxSpeed = 9;
    } else if (unit.type == "shaman") {
        unitAttackRange = 20;
        unitMaxSpeed = 10;
    } else if (unit.type == "brawler") {
        unitAttackRange = 3;
        unitMaxSpeed = 7;
    } else if (unit.type == "warlock") {
        unitAttackRange = 20;
        unitMaxSpeed = 8;
    } else if (unit.type == "catapult") {
        unitAttackRange = 30;
        unitMaxSpeed = 4;
    } else if (unit.type == "skeleton") {
        unitAttackRange = 3;
        unitMaxSpeed = 14;
    } else if (unit.type == "spirit") {
        unitAttackRange = 4;
        unitMaxSpeed = 17;
    }
    if (unit.target) {
        if (unit.distanceTo(unit.target) <= unitAttackRange + 5) {
            hero.cast("fireball", unit.x - 1, unit.y);
        } else if (unit.y > 70) {
            hero.cast("fireball", unit.x, unit.y - unitMaxSpeed * 2 / 3);
        } else if (unit.y > 45 && unit.y < 60) {
            if (unit.target.y > unit.y) {
                hero.cast("fireball", unit.x, unit.y + unitMaxSpeed * 2 / 3);
            } else {
                hero.cast("fireball", unit.x, unit.y - unitMaxSpeed * 2 / 3);
            }
        } else if (unit.y > 20 && unit.y < 35) {
            if (unit.target.y > unit.y) {
                hero.cast("fireball", unit.x, unit.y + unitMaxSpeed * 2 / 3);
            } else {
                hero.cast("fireball", unit.x, unit.y - unitMaxSpeed * 2 / 3);
            }
        } else if (unit.y < 10) {
            hero.cast("fireball", unit.x, unit.y + unitMaxSpeed * 2 / 3);
        } else if (unit.distanceTo(unit.target) >= unitMaxSpeed * 2 / 3) {
            hero.cast("fireball", unit.x - unitMaxSpeed * 2 / 3, unit.y);
        } else if (unit.distanceTo(unit.target) < unitMaxSpeed * 2 / 3) {
            hero.cast("fireball", unit.target.x + unitAttackRange, unit.y);
        }
    } else {
        hero.cast("fireball", unit.x, unit.y);
    }
}
function findByType(type) {
    var units = [];
    var friends = hero.findFriends();
    for (var i = 0; i < friends.length; i++) {
        if (friends[i].type == type) {
            units.push(friends[i]);
        }
    }
    return units;
}
function findByTypeEnemy(type) {
    var units = [];
    var enemies = hero.findEnemies();
    for (var i = 0; i < enemies.length; i++) {
        if (enemies[i].type == type) {
            units.push(enemies[i]);
        }
    }
    return units;
}
function catagorizeUnits(type) {
    var enemies = hero.findEnemies();
    var topE = [];
    var midE = [];
    var botE = [];
    for (var i = 0; i < enemies.length; i++) {
        var enemy = enemies[i];
        if (enemy.type == "tower" || enemy.type == "base" || enemy.type == "skeleton") {
            continue;
        } else if (enemy.y <= 27) {
            botE.push(enemy);
        } else if (enemy.y > 27 && enemy.y < 52) {
            midE.push(enemy);
        } else if (enemy.y >= 52) {
            topE.push(enemy);
        }
    }
    if (type == "top") {
        return topE;
    } else if (type == "middle") {
        return midE;
    } else if (type == "bottom") {
        return botE;
    }
}
function friendlyUnits(section, type) {
    var units = findByType(type);
    var topU = [];
    var midU = [];
    var botU = [];
    for (var i = 0; i < units.length; i++) {
        if (units[i].y > 53) {
            topU.push(units[i]);
        } else if (units[i].y < 27) {
            botU.push(units[i]);
        } else {
            midU.push(units[i]);
        }
    }
    if (section == "top") {
        return topU;
    } else if (section == "bottom") {
        return botU;
    } else if (section == "middle") {
        return midU;
    }
}
function summonUnit() {
    var topT = null;
    var midT = null;
    var botT = null;
    var topE = catagorizeUnits("top");
    var midE = catagorizeUnits("middle");
    var botE = catagorizeUnits("bottom");
    var towers = findByTypeEnemy("tower");
    var topA = friendlyUnits("top", "archer");
    var midA = friendlyUnits("middle", "archer");
    var botA = friendlyUnits("bottom", "archer");
    var topB = friendlyUnits("top", "brawler");
    var midB = friendlyUnits("middle", "brawler");
    var botB = friendlyUnits("bottom", "brawler");
    var topS = friendlyUnits("top", "soldier");
    var botS = friendlyUnits("bottom", "soldier");
    var fBrawlers = findByType("brawler");
    var fBrawler = hero.findNearest(fBrawlers);
    for (var i = 0; i < towers.length; i++) {
        if (towers[i].y >= 50) {
            topT = towers[i];
        } else if (towers[i].y <= 50 && towers[i].y >= 30) {
            midT = towers[i];
        } else if (towers[i].y <= 50) {
            botT = towers[i];
        }
    }
    if (midB.length < 1 && hero.time > 115 && (fBrawlers.length < 1 || fBrawlers.length < 2 && fBrawler && fBrawler.health <= 250)) {
        hero.summon("brawler", 20, 40);
    } else if (topB.length < 1 && hero.time > 115 && (fBrawlers.length < 1 || fBrawlers.length < 2 && fBrawler && fBrawler.health <= 250)) {
        hero.summon("brawler", 20, 65);
    } else if (botB.length < 1 && hero.time > 115 && (fBrawlers.length < 1 || fBrawlers.length < 2 && fBrawler && fBrawler.health <= 250)) {
        hero.summon("brawler", 20, 15);
    } else if (midA.length < 1 && hero.time > 115) {
        hero.summon("archer", 10, 40);
    } else if (topA.length < 1 && hero.time > 115) {
        hero.summon("archer", 10, 65);
    } else if (botA.length < 1 && hero.time > 115) {
        hero.summon("archer", 10, 15);
    } else if (midA.length < 1) {
        hero.summon("archer", 30, 40);
    } else if (topA.length < 1) {
        hero.summon("archer", 30, 65);
    } else if (botA.length < 1) {
        hero.summon("archer", 30, 15);
    } else if (midB.length < 1 && hero.time > 120 && fBrawlers.length < 2) {
        hero.summon("brawler", 20, 40);
    } else if (topB.length < 1 && hero.time > 120 && fBrawlers.length < 2) {
        hero.summon("brawler", 20, 65);
    } else if (botB.length < 1 && hero.time > 120 && fBrawlers.length < 2) {
        hero.summon("brawler", 20, 15);
    } else if (midS.length < 1) {
        hero.summon("soldier", 40, 40);
    } else if (topS.length < 1) {
        hero.summon("soldier", 40, 65);
    } else if (botS.length < 1) {
        hero.summon("soldier", 40, 15);
    } else {
        hero.summon("archer", 30, 40);
    }
}
function setSSpawn() {
    var topT = null;
    var midT = null;
    var botT = null;
    var topE = catagorizeUnits("top");
    var midE = catagorizeUnits("middle");
    var botE = catagorizeUnits("bottom");
    var towers = findByTypeEnemy("tower");
    var enemy = hero.findNearestEnemy();
    for (var i = 0; i < towers.length; i++) {
        if (towers[i].y >= 50) {
            topT = towers[i];
        } else if (towers[i].y <= 50 && towers[i].y >= 30) {
            midT = towers[i];
        } else if (towers[i].y <= 50) {
            botT = towers[i];
        }
    }
    if (topT && topE <= botE && topE <= midE) {
        hero.setSpiritSpawn("C");
    } else if (botT && botE <= topE && botE <= midE) {
        hero.setSpiritSpawn("D");
    } else if (midT && midE <= topE && midE <= botE) {
        hero.setSpiritSpawn("B");
    } else if (topT) {
        hero.setSpiritSpawn("C");
    } else if (midT) {
        hero.setSpiritSpawn("B");
    } else if (botT) {
        hero.setSpiritSpawn("D");
    } else {
        hero.setSpiritSpawn("A");
    }
}
function healOnEnemyHero() {
    var friends = hero.findFriends();
    var nearEHero = 0;
    for (var i = 0; i < friends.length; i++) {
        var friend = friends[i];
        if (eHero && friend.type != "tower" && friend.distanceTo(eHero) <= 10 && friend.health > 0 && friend.target == eHero && (friend.type == "soldier" || friend.type == "paladin" || friend.type == "brawler" || friend.type == "skeleton")) {
            if (friend.maxHealth - friend.health <= 75) {
                nearEHero += friend.maxHealth - friend.health;
            } else {
                nearEHero += 75;
            }
        } else if (eHero && friend.type != "tower" && friend.distanceTo(eHero) < 18 && friend.target == eHero && friend.type == "archer") {
            if (friend.maxHealth - friend.health <= 75) {
                nearEHero += friend.maxHealth - friend.health;
            } else {
                nearEHero += 75;
            }
        }
    }
    return nearEHero;
}
function fTowersHealth() {
    var towers = findByType("tower");
    var totalhealth = 0;
    for (var i = 0; i < towers.length; i++) {
        totalhealth += towers[i].health;
    }
    return totalhealth;
}
function lightningBThreat() {
    var brawlers = findByTypeEnemy("brawler");
    var danger = [];
    for (var i = 0; i < brawlers.length; i++) {
        var brawler = brawlers[i];
        var towers = findByType("tower");
        var tower = brawler.findNearest(towers);
        if (tower && brawler.distanceTo(tower) < 15 && brawler.health < 50) {
            danger.push(brawler);
        }
    }
    return danger;
}
hero.on("spawn-spirit", spiritAct);
while (true) {
    setSSpawn();
    var nearEHero = healOnEnemyHero();
    var mostNearUnits = fireBall2000();
    var strike = lightning();
    var enemy = hero.findNearestEnemy();
    var currentSpirit = hero.findNearest(findByType("spirit"));
    var towers = findByTypeEnemy("tower");
    var towerH = fTowersHealth();
    var archers = findByType("archer");
    var brawlers = findByType("brawler");
    var ESpirit = hero.findNearest(hero.findEnemySpirits());
    var topS = friendlyUnits("top", "soldier");
    var midS = friendlyUnits("middle", "soldier");
    var botS = friendlyUnits("bottom", "soldier");
    var dangerB = hero.findNearest(lightningBThreat());
    if (hero.time < 178 && (ESpirit && ESpirit.health > 60 && ESpirit.isReady("crystallize") || ESpirit && ESpirit.x <= 55 && ESpirit.health > 0)) {
        hero.cast("lightning", ESpirit.x, ESpirit.y);
    } else if (enemy && enemy.x <= 20 && enemy.health > 0 && hero.time > 120) {
        hero.cast("lightning", enemy.x, enemy.y);
    } else if (eHero && hero.time >= 175 || enemy && enemy.x >= 70 && hero.time >= 160) {
        hero.cast("heal", 15, 40);
    } else if (mostNearUnits) {
        fireBallUnit(mostNearUnits);
    } else if (strike && strike.x <= 40 && strike.health > 0 || strike && strike.health > 0 && hero.time >= 125) {
        hero.cast("lightning", strike.x, strike.y);
    } else if (enemy && enemy.x <= 20 && enemy.health > 0) {
        hero.cast("lightning", enemy.x, enemy.y);
    } else if (dangerB) {
        hero.cast("lightning", dangerB.x, dangerB.y);
    } else if (enemy && enemy.x <= 40 && enemy.y > 53 && topS.length < 1 && enemy.type != "brawler") {
        hero.summon("soldier", 10, enemy.y);
    } else if (enemy && enemy.x <= 40 && enemy.y <= 53 && enemy.y >= 27 && midS.length < 1 && enemy.type != "brawler") {
        hero.summon("soldier", 10, enemy.y);
    } else if (enemy && enemy.x <= 40 && enemy.y < 27 && botS.length < 1 && enemy.type != "brawler") {
        hero.summon("soldier", 10, enemy.y);
    } else if (brawlers.length < 1 && (findByType("tower").length < 3 || findByTypeEnemy("tower").length < 3) && hero.time > 120) {
        summonUnit();
    } else if (nearEHero >= 100) {
        hero.cast("heal", 85, 40);
    } else if (hero.health < hero.maxHealth - 15 && towerH >= 500 && towers.length >= 1 && findByTypeEnemy("brawler").length + findByTypeEnemy("catapult").length + findByTypeEnemy("warlock").length <= 1) {
        hero.cast("heal", 15, 40);
    } else if (strike && strike.health >= 40) {
        hero.cast("lightning", strike.x, strike.y);
    } else {
        summonUnit();
    }
}    //⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣤⣤⣤⣤⣤⣶⣦⣤⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⡿⠛⠉⠙⠛⠛⠛⠛⠻⢿⣿⣷⣤⡀⠀⠀⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⠀⣼⣿⠋⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⠈⢻⣿⣿⡄⠀⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⣸⣿⡏⠀⠀⠀⣠⣶⣾⣿⣿⣿⠿⠿⠿⢿⣿⣿⣿⣄⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⣿⣿⠁⠀⠀⢰⣿⣿⣯⠁⠀⠀⠀⠀⠀⠀⠀⠈⠙⢿⣷⡄⠀ 
     //⠀⠀⣀⣤⣴⣶⣶⣿⡟⠀⠀⠀⢸⣿⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣷⠀ 
     //⠀⢰⣿⡟⠋⠉⣹⣿⡇⠀⠀⠀⠘⣿⣿⣿⣿⣷⣦⣤⣤⣤⣶⣶⣶⣶⣿⣿⣿⠀ 
     //⠀⢸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃⠀ 
     //⠀⣸⣿⡇⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠉⠻⠿⣿⣿⣿⣿⡿⠿⠿⠛⢻⣿⡇⠀⠀ 
     //⠀⣿⣿⠁⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣧⠀⠀ 
     //⠀⣿⣿⠀⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⠀⠀ 
     //⠀⣿⣿⠀⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⠀⠀ 
     //⠀⢿⣿⡆⠀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⡇⠀⠀ 
     //⠀⠸⣿⣧⡀⠀⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⠃⠀⠀ 
     //⠀⠀⠛⢿⣿⣿⣿⣿⣇⠀⠀⠀⠀⠀⣰⣿⣿⣷⣶⣶⣶⣶⠶⠀⢠⣿⣿⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⣽⣿⡏⠁⠀⠀⢸⣿⡇⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⣿⣿⠀⠀⠀⠀⠀⣿⣿⡇⠀⢹⣿⡆⠀⠀⠀⣸⣿⠇⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⢿⣿⣦⣄⣀⣠⣴⣿⣿⠁⠀⠈⠻⣿⣿⣿⣿⡿⠏⠀⠀⠀⠀ 
     //⠀⠀⠀⠀⠀⠀⠀⠈⠛⠻⠿⠿⠿⠿⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
     // Working on a custom arena of my own... Estimated release date: 3-5 business days.

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Ok so good, thanks for it but I want to study Python

THANKS that’s good for me to study more one language

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Temporarily I will use your code to study it.

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im taking the among us

3 Likes

I understand nothing but the among us :rofl:

it looks cool, ill add it to all of my codes

2 Likes

Who can make the among us like @JustALuke ???

Lol I totally didn’t make that I just searched it up on the interwebs

⢀⡴⠑⡄⠀⠀⠀⠀⠀⠀⠀⣀⣀⣤⣤⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 
⠸⡇⠀⠿⡀⠀⠀⠀⣀⡴⢿⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠑⢄⣠⠾⠁⣀⣄⡈⠙⣿⣿⣿⣿⣿⣿⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⢀⡀⠁⠀⠀⠈⠙⠛⠂⠈⣿⣿⣿⣿⣿⠿⡿⢿⣆⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⢀⡾⣁⣀⠀⠴⠂⠙⣗⡀⠀⢻⣿⣿⠭⢤⣴⣦⣤⣹⠀⠀⠀⢀⢴⣶⣆ 
⠀⠀⢀⣾⣿⣿⣿⣷⣮⣽⣾⣿⣥⣴⣿⣿⡿⢂⠔⢚⡿⢿⣿⣦⣴⣾⠁⠸⣼⡿ 
⠀⢀⡞⠁⠙⠻⠿⠟⠉⠀⠛⢹⣿⣿⣿⣿⣿⣌⢤⣼⣿⣾⣿⡟⠉⠀⠀⠀⠀⠀ 
⠀⣾⣷⣶⠇⠀⠀⣤⣄⣀⡀⠈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠀⠀⠀⠀⠀⠀ 
⠀⠉⠈⠉⠀⠀⢦⡈⢻⣿⣿⣿⣶⣶⣶⣶⣤⣽⡹⣿⣿⣿⣿⡇⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠀⠀⠀⠉⠲⣽⡻⢿⣿⣿⣿⣿⣿⣿⣷⣜⣿⣿⣿⡇⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣷⣶⣮⣭⣽⣿⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠀⠀⣀⣀⣈⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃⠀⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠀⠀⠀⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠟⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀ 
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⠻⠿⠿⠿⠿⠛⠉
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