mob
verb
SkillTree_Oger()
if(Skill_Tree)
for(var/I in client.images) if(I)
del I
client.eye = src
Skill_Tree = 0
return
src << "Now Viewing the Skill Tree."
Skill_Tree = 1
client.eye = locate (7,7,2)
Refresh_Skilltree()
mob
verb
SkillTree_Knight()
if(Skill_Tree)
for(var/I in client.images) if(I)
del I
client.eye = src
Skill_Tree = 0
return
src << "Now Viewing the Skill Tree."
Skill_Tree = 1
client.eye = locate (8,30,2)
Refresh_Skilltree()
ID:155127
![]() Sep 9 2011, 9:14 pm
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what I have is a basic skill tree divided into 3 types Mage, Oger, and Knight what I am wanting to do is make it to where each specific race gets their designated skill tree verb IE Mage gets the mage skill tree Oger gets the oger tree etc.... here are the verbs i have set up thus far
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mob/var/Tree = "Knight"// Or ogre/whatever This should call the related proc using the call() proc and a text var, provided you name things properly. |
Robertbanks2 wrote:
> This should call the related proc using the call() proc and a text var, provided you name things properly. Ok so with this I will not need the previous 2 verbs for oger and knight |
What that does is call the appropriate proc, you still need the 3 procs to exist, but this condenses them into 1 universal verb that will work for all classes.
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Ok I am only testing this on one and it compiles fine but when i go to load the Tree I get this
runtime error: bad proc Here is what i have on the proc side of things mob and here is the tree var mob/var/Tree = "Oger" I know i am missing something but as far as i can see every thing looks fine |
Basically all you have to do is swap the client.mob to a different mob when you want to change the class.