ID:146328
 
Code:
obj/Kame
Shell
icon='roshi.dmi'
icon_state=""
verb
Equip()
set category = "Interact"
usr.overlays+= 'roshi.dmi'
usr.weight += 10
usr.shell = 1
usr.defense += 50
Un_Equip()
set category = "Interact"
usr.overlays -= 'roshi.dmi'
usr.weight -= 10
usr.shell = 0
usr.defense -= 50

mob
var
shell = 0

That part is working fine
client/Move()
if(usr.shell == 1)
usr.exp ++


mob/Move()
if(src.shell == 1)
src.exp ++


Problem description:ive tried these two things but they block the person from moving

Add ..() to the last line of Move() to have it call what it originally does.
In response to Artekia
<_< duh, thanks i thought i was forgetting something
In response to Cheetoz
Just a Suggestion but maybe you could add a delay to the persons movement too since heres carrying it :D
In response to Dranzer_Solo
lol thats the point of it increasing weight
Firstly, don't use usr in a client's proc. Use mob (since you can't use src to the same effect as in a mob's proc).

Secondly, your system for having items kind of sucks. Find a demo (by Goku72 I think).

Thirdly, what's the point of editing client/Move() if you're going to do it for mob/Move() too?

Finally, don't do if(var==1) or if(var==0) for a boolean variable (a variable that can either be 1 or 0). Do if(var) and if(!var). Reading this might help: Bulletproof code

And I think what Dranzer_Solo meant was to slow down the player if they equip the shell to give a more realistic effect of carrying heavy things.
In response to DeathAwaitsU
DeathAwaitsU wrote:
Firstly, don't use usr in a client's proc. Use mob (since you can't use src to the same effect as in a mob's proc).

Secondly, your system for having items kind of sucks. Find a demo (by Goku72 I think).

Thirdly, what's the point of editing client/Move() if you're going to do it for mob/Move() too?

Finally, don't do if(var==1) or if(var==0) for a boolean variable (a variable that can either be 1 or 0). Do if(var) and if(!var). Reading this might help: Bulletproof code

And I think what Dranzer_Solo meant was to slow down the player if they equip the shell to give a more realistic effect of carrying heavy things.

Also, you really shouldn't be catering to special items when it comes to weight. Instead of checking for special items - just use the actual "weight" variable you already have defined to determine experience.