ID:175440
![]() Apr 23 2003, 11:07 am
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ok today i added a new code, and i went to build, run, and then Dream Seeker came up and i started to play my game, but the screen in the upper left is not there any more. why is this?
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heres my code
//This is my new rpg and my first game ever! Please help me! world mob = /mob/create_character //set the default mob to create_character, as to make the selection stuff happen view = 7 //I prefer 7... turf = /turf/grass mob/monkey //we are playing God here! let's create a monkey icon = 'monkey.dmi' //the monkey will look like this! verb //the monkey is quite primitive, so the things it can do are limited //the things it can do are... yell() //yell for no reason! world << "[usr] yells like a monkey!" run_about() //run around, monkily! world << "[usr] runs around mindlessly!" philosophize() //very primitive philopholizations! world << "[usr] philosophizes! \He thinks, 'Munkee go woo hoo!'" mob/human icon = 'human.dmi' //this is what it will look like. quite ugly, no? verb //the humans are more intelligent than the primitive monkies speak(msg as text) world << "[usr] says, in a sophisticated voice, '[msg]!'" //very sophisticated! walk_around() //they can walk erect! world << "[usr] strolls around leisurely." philosophize() //they have much more developed brain power - they can philosophize meaningful things! world << "[usr] wants to debate philosophical matters!" obj gold icon = 'gold.dmi' var amount usr.wealth HP verb get() //obj/gold/verb/get() set src in view(1) //src must be close usr << "You pick up a small sack with [amount] gold in it." usr.wealth += amount //add to usr.wealth del(src) //delete the gold turf/wateredge icon = 'turfs.dmi' icon_state = "wateredge" turf/wall icon = 'turfs.dmi' icon_state = "wall" turf/grass //we should make something for the humans and monkies to live on.. let's make icon = 'turfs.dmi' //some grass! it'll look like icon_state = "grass" // this! turf/deepwater //I've always loved swimming! we'll make the water icon = 'turfs.dmi' //that icon_state = "deepwater" //looks like this density = 1 //you can't wade through this water! too deep! turf/shallowwater icon = 'turfs.dmi' icon_state = "shallowwater" //note I didn't set the density to 1... I want the mobs to move through this. mob/create_character //the default mob var/mob/character //later we'll be switching client to this Login() var/charactername = input("What is your name, young fighter?","Name",src.key) //you should know this.. switch(input("What time period were you born in?","Time Period","Prehistoric Times (Monkey)") in list("Prehistoric Times (Monkey)","Present Day (Human)")) if("Prehistoric Times (Monkey)") //if they chose to be a monkey character = new /mob/monkey() //make the new character a monkey! if("Present Day (Human)") //if they wanna be human, character = new /mob/human() //make them one! character.name = charactername //set the name src.client.mob = character //now, we change the player to this newly defined mob! del(src) //delete the old mob mob icon = 'monkey.dmi' //make it so all mobs will be created with the person icon var HP //define a new variable called HP, with a value of 30 wealth Del() var/obj/gold/G = new(loc) //create a new obj from the gold blueprint G.amount = rand(1,100) //set its amount variable randomly ..() //call the parent Login() icon_state = gender //when a player logs in, get them the right icon state for ..() //the gender of their key. Then call the parent! proc DeathCheck() if (HP <= 0) world << "[src] dies!" del(src) //delete whatever just died verb attack(mob/M as mob in oview(1)) //attack a mob within 1 tile of you usr << "You attack [M]!" //send this message to the usr oview() << "[usr] attacks [M]!" //send this message to everybody else var/damage = rand(1,10) //assign a random # to a new variable world << "[damage] damage!" //tell the damage to the world M:HP -= damage //take away the damage from M M:DeathCheck() //check for death with a proc say(msg as text) //what the usr says is passed into "msg" as text world << "[usr]: [msg]" //the world sees chatroom-like output turf grass //define a "grass" prototype, which is a kind of turf... icon = 'grass.dmi' //that has an icon named 'grass.dmi'. In single quotes! mob proc//core procs for the system ai_random_wander()//random wander if no mobs are in range to attack if(src.key)//if the source is human return//don't call the rest else walk_rand(src,5)//walk randomly with 5 lag src.ai_run_away()//checks for run away spawn(10)//delay for one tick ai_random_wander()//wander some more ai_run_away()//used for checking to see if it should run or attack if(src.client) return else for(var/mob/M in oview(5,src))//loops over all mobs within 5 tiles of the monster if(M.client)//if the mob is human if(get_dist(src,M) <= 5 && src.HP < M.HP)//if the player is close, and the monster is weaker walk_away(src,M,5,5)//run away else src.ai_walk_to()//calls the walk_to (for attacking) proc else continue//if it's a monster keep looping ai_walk_to() if(src.client) return 0 else for(var/mob/M in oview(5,src)) if(M.client) if(get_dist(src,M) <= 5)//within 5 tiles walk_to(src,M,1,5)//walk to the player ai_check_dist(src,M)//checks distance break//stops the loop else continue else continue ai_check_dist(mob/attacker,mob/defender) if(attacker.client) return else if(get_dist(attacker,defender) <= 1)//if the monster is one tile away from the player attacker.attack(defender)//attack! else return death(mob/player)//handles death src << "You kill [player]!" player << "You have been killed!" player.loc = locate(rand(1,world.maxx),rand(1,world.maxy),rand(1,world.ma xz)) //relocates the player to a random location player.HP = initial(HP)//resets health |
Did you make a ‘map.dmp’? If not, then go to DreamMaker and click [File], then [New…]. Click on the [v] arrow and select “Map”. Press [Ok]. Now, build your map!
**Note* Do not put mob/players on the map, unless it is an enemy or NPC* |
ummmmmmmmmmmmmmmmmmmmmmm i made a map duuuuuuuuuuh, but maybe that is the problem a NPC cant look like a PC, right?They have to be different files?
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dont be rude...your the one that needs help at least he tried to help...he didnt even have to read your dumb post...be thankful. Anyway an NPC can look like a PC and they can be the same .dmi file
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Without having any code to go on, I'll just take a stab in the dark and say it was title gnomes.
Lummox JR