ID:168832
 
Can somone help me create or tell me how to make one i have some monsters but they arent from the same icon

any good decent demos for a dbz game?
Zeta seems to be the best "demo" around for DBZ games. ^_^;
First, let's fix up your spelling... it's dying not dieing :P

Now I am lazy to explain about Battle Systems so CHECK this out: byond://Konomendragon.BattleSystem

Death proc FAQ can be found here: http://bwicki.byond.com/ByondBwicki.dmb?DeathCheck

It would be wise using max() and min() procs (check DM's help to see what they do) for when making subtractions... and making "generalized procs" ... eg:
mob/verb/attack()
for(var/mob/M in get_step(src,src.dir))//For a mob one step ahead of you are facing
M.minushp(src.damage,src)//lets say the src's damage variable is 10

mob/proc/minushp(dmg,mob/M)
dmg = max(1,dmg)//if dmg (in this case 10) is lower than 1, it will become 1 otherwise it'll stay the same
src.health-=dmg
src.health=max(0,src.health)
src.deathcheck()//Lazy to finish this off

Basically this is how min/max procs works:
var
a = 5
b = -5
c = 0
//Max proc
c = max(a,b,1)
/*
The above is basically c = max(5,-5,1)
max proc takes the highest number. In this case, c = 5 since it's the highest (hence max = highest/maximum number in the list)

if it was c = max(b[-5],1) , c = 1 because -5 < 1
*/


//Min Proc
c = min(a,b,1)
/*
The above is basically c = min(5,-5,1)
min proc does the opposite of the max proc, it takes the lowest number. In this case, c = -5 since it's the lowest (hence min = lowest/minimum number in the list)

if it was c = max(a[5],1) , c = 1 because 5 > 1
*/

/*Hope I didn't confuse you, if I did:
max() = takes the highest value
min() = takes the lowest value
*/


Please note these are giving to you to understand how to use them and not to directly copy/paste >.>

If you do use a lib/demo file, pleae thank the people in credits as good manners (which most people lack these days).

Remember to check out Developer FAQ first if you have any questions about anything (or just look their for ideas)

As Propylparaben said, Zeta seems to be the "best demo" but I suggest you stay far away from it and poke it with an ugly stick :P


in addition, if you are going to call the AI proc of the enemies, you may want to make something as simple as this to call it:
mob/enemies
enemy=1

icon = 'enemies.dmi'//All the monsters below will have this icon unless specified otherwise
Cell
icon_state = "Cell"

Buu
icon_state = "Buu"

Goku
icon = 'goku.dmi'

New()
.=..()//I keep forgetting if this should be ..() or .=..()
spawn() Enemy_AI_Proc() //this will call the AI proc for src (the monster) when it is created.


I'm not sure if that's effcient though
In response to GhostAnime
Zilal wrote an amazing tutorial for this kinda stuff
http://www.zilal.byond.com