mob/npc
seller
icon = 'RingAnnouncer.dmi'
verb
Talk_To_Seller()
set category = "Talkin"
set src in oview(2)
alert("Welcome to Mazarot/Branks's Skate Game (Still no title)")
alert("You wana buy a skateboard?")
switch(input("Blue Skateboard or Red Skateboard" , text) in list ("Blue Skateboard", "Red Skateboard"))
mob/npc
dresser
icon = 'hairdresser.dmi'
verb
Chat_To_Hairdresser()
set category = "Talkin"
set src in oview(4)
**Removed the rest of that cos it wasnt needed**
mob/npc
Dog
icon = 'Dog.dmi'
var/tmp
next_walk_time walking_delay = 5 movement_percent = 60
base_EventCycle()
if (next_walk_time <= world.time)
if (prob(movement_percent))
step_rand(src)
next_walk_time = world.time + walking_delay
return
Click()
// When an object is clicked, by default client.Click()
// calls the object's Click() function.
usr << "Woof, Woof"
// Thanks to Deadron
They characters all use Deadrons random movement and all have the Dog icon
ID:149266
Jun 7 2002, 2:10 am
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Jun 7 2002, 3:58 am
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And Your Problem is...
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In response to Strange Kidd
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that every NPc, the hair dresser, the skatebaod seller, all have the smae dog icon, and the all move, wen only the dog should move, and the seller and hairdresser should have there own icons
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mob/npc/seller
icon = 'RingAnnouncer.dmi' verb Talk_To_Seller() set category = "Talkin" set src in oview(2) alert("Welcome to Mazarot/Branks's Skate Game (Still no title)") alert("You wana buy a skateboard?") switch(input("Blue Skateboard or Red Skateboard" , text) in list ("Blue Skateboard", "Red Skateboard")) mob/npc/dresser icon = 'hairdresser.dmi' verb/Chat_To_Hairdresser() set category = "Talkin" set src in oview(4) mob/npcm/Dog icon = 'Dog.dmi' var/tmp/next_walk_time walking_delay = 5 movement_percent = 60 base_EventCycle() if (next_walk_time <= world.time) if (prob(movement_percent)) step_rand(src) //etc..... |
In response to Strange Kidd
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thanks man, i gottit after i saw what you did, it was all mob/npc, instead of different values there
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