In response to Spunky_Girl
what i am trying to say is that I have the puff of smoke which then turns into a clone as a movement-style icon already I just need to know how to transfer that to code and how to make the clones stay and act like NPC's possibly attacking any enemies within say 6 tiles.. Descriptive enough and clear enough for you??
In response to Jamesy577
And I said nothing about making the icon into a movement state icon. What you want to do, is to keep it as a regular state icon, and whether or not the state is in the icon file or in a separate icon file as the original icon, you would want to flick() to it.

Let's say the base icon for the caster is called 'Male.dmi', and it has 2 states within it. One is the actual icon without a state name, and your smoke icon state with the state name "puff". You would want to call flick() like so:
flick("puff",m)


However, if your smoke icon is NOT in the 'Male.dmi' icon file (so it's in its own separate icon file), let's call this other dmi file 'Puff.dmi', you would want to call flick() like so:
flick('Puff.dmi',m)


Again, your "puff of smoke" icon should NOT be a movement state icon; just a normal icon.
In response to Spunky_Girl
Thanks also whenever I insert a new piece of fresh coding this coding always has a problem with it like a bad argument definition or other problems

mob/proc/UpdateInventory()
var/items = 0
for(var/obj/O in src)
if(equipment && O.slot && equipment[O.slot]==O)
continue
winset(src, "inventory", "current-cell=[++items]")
src << output(O, "inventory")
winset(src, "inventory", "cells=[items]")
mob/proc/UpdateEquipment()
var/items = 0
for(var/slot in equipment)
winset(src, "equipment", "current-cell=1,[++items]")
src << output(slot, "equipment")
winset(src, "equipment", "current-cell=2,[items]")
src << output(equipment[slot], "equipment")
winset(src, "equipment", "cells=2x[items]")
mob
var/list/equipment

obj
var/slot
In response to Jamesy577
You are getting errors that show us that you haven't taken the time to learn the basics of the language, or programming in general. I suggest you brush up with the following links:

http://byond.com/docs/guide
http://byond.com/docs/ref
http://byond.com/developer/articles/start
http://www.byond.com/members/ DreamMakers?command=view_keyword_posts&keyword=beginner
In response to OrangeWeapons
i have taken the time i am just confused as to why this error is appearing i have looked through the guide and reference and nothing helps me there that i oculd find!!
In response to Jamesy577
It's because you can't just place in a piece/section of code that you find for something and expect it to automatically work, usually at least minor changes need to be made, or you have to search for another section and add it in that relates to it. Often, it's best to make something like this yourself, so you actually understand exactly how it works instead of having to guess-and-check.
In response to Jamesy577
ef yhu hud red thu post bye spunky girl yu woulde hadde realise tha she hasd erything yhu needed. I am witing wike vis becoz i honesgyl fink ne1 can wunderstand ma mumblings and shuwdntun bwe gugementele.

P.S: the ending of your last post clearly show that you want someone to do it for you.. but we arent here to "code" for you but to help you along the way. So take the advice and actually read the guide!

some pointers.. dont copy and paste, tweak the errors :)
mob
Clone//or w.e
New()
..()
flick("puffy",usr)

delete()
//spwecial stuff like err giving back chakra + information... i take it ur making naruto??

varb
Clone()
var/mob/Clone/m=new/mob/Clone
m.lowc=lowcate(src.x,src.wy,src.zed)
m.overlays+=usr.overlas
m.blah=usr.blah
m.blah2=src.blah

pwoc
Dewete()
for(var/mob/Clone/mwob in wowd)
if(mwob.summoner==usr)
mwob.delete()


/////IF U HAVE READ THE GUIDE FIXING THE ABOVE WILL BE EASY AND U CAN GET ON YER WAY ->
//i wouldnt be surprised if i see this in code problems tommorow ;)
In response to Rapmaster
The .summoner mucked me up but then i relized it didn't need to be replace it needed to be remove. Thanks for helping with a point, and with the coding :)
In response to Jamesy577
i am stuck on the clone again sadly i got it to apper the way i wanted it to but sadly i can't get it to move around it around i checked out some demo's and this is what i came up with there's and error can u help me sovle it plz.

mob
Clone
New()
flick('Clone.dmi',usr)
verb
Clone()
var/mob/Clone/m=new/mob/Clone
m.overlays+=usr.overlays
m.underlays+=usr.underlays
m.overlays-=src.underlays
m.Move(get_step(usr,usr.dir,))
Clone_walk_to()
if(src.client)
return 0
else
for(var/mob/M in oview(10,src))
if(M.client)
if(get_dist(src,M) <= 10)
walk_to(src,M,1,10)
Clone_check_dist(src,M)// error ???
proc
Delete()
for(var/mob/Clone/mob in world)
if(mob==usr)
Del(mob)
proc
Poff(mob/M)
src << "You kill [src]!"
M << "You have been killed!"
if(M.Health <= 0)
src.death(M)
del src
In response to Jamesy577
I believe it's your "client check" in your Clone_walk_to() proc. If a player is the one calling the verb (which I bet is the case), it will simply return and nothing will happen.

It appears that you do not know the difference between usr and src.

usr refers to the caller of a verb or proc
src refers to the parent of the verb or proc
In response to Spunky_Girl
Well i thought that it was the usr is you and the clone is the src is that not right? I am talking in a lesser sence now and by this do u mean i had to change this?



Clone_walk_to()
if(usr.client)
In response to Jamesy577
i badly need help i can't over come this i can understand why this wont work

mob
Clone
New()
flick('Clone.dmi',usr)
verb
Clone()
if(Chakra >= 10)
var/mob/Clone/m=new/mob/Clone
m.overlays+=usr.overlays
m.underlays+=usr.underlays
m.Move(get_step(usr,usr.dir,))
usr.HurtChakra(10)
follow(mob/M)
walk_to(usr,M,get_dist(src,M),30)
proc
Delete()
for(var/mob/Clone/mob in world)
if(mob==usr)
Del(mob)

well i can't get the clone to follow it wont seem to do it is it because i have it as i verb should it be a proc and with the delete do i have to make a verb call delete on my usr ?

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