ID:172315
May 31 2004, 6:51 am
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How would I make a verb appear when a user is standing next to an object, and then disappear when they walk away? Example: A player walks up to a punching bag, and the hitbag verb appears so they can train.
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In response to Ease
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This is what I have:
pbag icon_state = "pbag" density = 1 verb Hitbag() set src in oview(1) src.exp += 9 if(src.exp>=src.expneed) src.lvl += 1 src.exp -= src.expneed src.expneed +=13 src.HP += 11 src.MP += 8 src.str += 3 src.def += 4 world << "<font color='#FF33FF'>[src.name] has reached level [src.lvl]!</font>" I keep on getting indeinfed var errors when I compile, and the variables ARE defined. How would I fix this? Changing them to usr.HP doesn't work either. ALSO: This is a building game, so I'm also trying to make it so that a player can build a sign and then read it. The sign is an obj, and it's name becomes whatever the player wants the sign to say. What proc do I use to make it display the sign's name? Bump() and Enter() don't work |
In response to Mooseboy
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Firstly, I would put the "if" level up part into a proc. Secondly, all of yours "src"s are adding the the Pbag, not the player. And thirdly, NO MORE PBAGS!! We hate them!
~Ease~ |
In response to Mooseboy
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Mooseboy wrote:
This is what I have: pbag icon_state = "pbag" I keep on getting indeinfed var errors when I compile, and the variables ARE defined. How would I fix this? Changing them to usr.HP doesn't work either. First of all, it would be better to make a proc instead of typing that for more objs in your game. mob/proc/levelup() Also, you can't just type in "icon_state = pbag". There needs to be a dmi file with the icon state set in it. |
In response to SSJ4_Gohan_Majin
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well its in an object GROUP and they all use the same dmi file, its defined earlier so technically, i CAN just use the icon state thingy >8D
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In response to Ease
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I myself don't like pbags, but I'm too lazy to make monsters an stuff - i DID read the bwicki thing on that. Very interesting and true.
As of now, I'm not getting any errors, but thats only at compilation, it hasnt been tested yet. I'll post again if i have trouble, thanks |
In response to Mooseboy
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It works, but has anyone figured out the sign thing?
sign icon_state = "sign" density = 1 Bump(mob/M) M << "[src.name]-[src.owner]" That doesn't do anything, neither does Enter(). Help? Both name AND owner do exist, but the proc doesnt work |
In response to Mooseboy
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Mooseboy wrote:
It works, but has anyone figured out the sign thing? sign icon_state = "sign" That doesn't do anything, neither does Enter(). Help? Both name AND owner do exist, but the proc doesnt work atom/proc/Bumped() If it works, credit goes to Foomer, he gave that to me a while back for my CTF game. |
In response to SSJ4_Gohan_Majin
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I have no idea why it worked. but It worked. Thanks Foomer 8/
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In response to Mooseboy
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Mooseboy wrote:
It works, but has anyone figured out the sign thing? sign icon_state = "sign" That doesn't do anything, neither does Enter(). Help? Both name AND owner do exist, but the proc doesnt work The Bump() proc is called for the atom that bumps into something, so unless your signs are running around bumping into people, that won't work :P One of the best ways to do this is described here. |
In response to Mooseboy
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I would call Bump, if I ran into you. I would called Bumped if you ran into me. The sign isn't going to run into anybody, so it needs to call Bumped.
~Ease~ |
In response to Mooseboy
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Mooseboy wrote:
I have no idea why it worked. but It worked. Thanks Foomer 8/ If you don't know why it works, please go read the link I posted. Thanks |
In response to Ease
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ah - i didnt see bumped in the helpfiles.
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In response to Mooseboy
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That's because it, you know, isn't.
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~Ease~