mob/Cantina/npc
Entertainer
icon = 'NPCS.dmi'
icon_state = "g_twilek"
verb
Interact()
set src in oview(10)
Entertain(src)
mob
var
entertaining = 0
proc
Entertain(mob/entertained)
set src in oview(10)
for(var/mob/Players/M in oview(10))
if(entertained.entertaining == 0)
view() << output("<font color = Yellow>NPC Entertainer:</font><font color =white >Hello everyone, im here today to entertain you all, for todays show, im gonna play an old song on my guitar, i hope you all like it, and remember, tips are always appreciated.","system")
view(6) << 'cantina1.mid'
A
if(entertained.hpwound <= 1)
entertained.entertaining = 1
// if(entertained.entertaining == 0)
if(entertained.hpwound >= 0)
entertained.entertaining = 1
entertained.hpwound -= 1
entertained.actionwound -= 1
entertained.mindwound -= 1
sleep(5)
// entertained.entertaining = 0
goto A
else
entertained << output("<font color = Yellow>NPC Entertainer:</font> You dont need to be entertained today!","system")
else
view() << output("<font color = Yellow>NPC Entertainer:</font> Are you not intertained?","system")
sleep(100)
entertained.entertaining = 0
return
Problem description:
What i want the NPC to do:
When you interact with the NPC, it should start playing music, and then give all players in the view entertaining, and then make their wounds go away.
Right now, when you interact with the NPC it starts playing the music, but the interacting player are not getting the entertaining status, and therefore are not healing wounds. It dont gives any errors or runtime errors or anything, it just dont do anything else the play the music and shows what the npc is saying.
Anyone got an idea how to fix this?
Thanks in advance.
You'd probably want to pass usr as the argument.
However, you have a few other issues - why are you using goto?
And...is the stuff under the for loop supposed to be indented one extra tab...?