mob/var/EQW = 0
mob/var/EQS = 0
mob/var/EQB = 0
obj
items
verb/get()
set src in oview(1)
src.loc = usr
verb/drop()
if (usr.EQB == 1)
usr << " You must take it off before you can drop it"
src.loc = usr
return
if (usr.EQW == 1)
usr << " You must take it off before you can drop it"
src.loc = usr
if (usr.EQS == 1)
usr << " You must take it off before you can drop it"
src.loc = usr
else
src.loc = usr
obj
items
potion
potion
icon = 'items.dmi'
icon_state = "potion"
obj
items
equip
weapon
verb/equipw()
set name = "Equip"
usr.EQW = 1
src.suffix= "Equipped"
verb/unequipw()
set name = "Unequip"
usr.EQW = 0
src.suffix= ""
shield
verb/equips()
set name = "Equip"
verb/unequips()
set name = "Unequip"
body
verb/equipb()
set name = "Equip"
verb/unequipb()
set name = "Unequip"
obj
items
equip
weapon
sword
icon = 'equips.dmi'
icon_state = "sword"
Problem description:
While messing with my testworld trying to learn programming Ive recently discovered a simple way to make picking up objects for certain parents and childs
However I came to a flaw after going through this trying to organize everything Equipping and Unequipping works for Equips but I cant add any special properties to certain equips
say I wanted a sword to give the mob/var/str+ bonus or another sword to give a mob/var/HP+ bonus
I'm a bit confused on what I would do from here tried using If statements such as
if (usr.EQW == 1)
But that just made tons of errors popped up any suggestions what I would be doing to learning to assign variables to objs or is there a way I saw in the blue book you could but It didn't seem to work either because it bonuses just from being picked up if I do it that way rather Equipped