mob/var/buku = 0
mob/var/flight_aura = 'flying.dmi'
mob/learn
verb/Fly()
set category = "Techniques"
if(src.monkey)
src << "You cannot Fly while in your oozaru form"
return
if(src.dead)
src << "You cannot Fly while your dead"
return
if(src.donut_wrapped)
return
if(src.stone_form)
return
if(src.buku_lock)
src << "You cannot Fly at the moment"
return
for(var/turf/Floors/Gravity_Floor/S in view(6))
if(S in oview(6))
usr << "The Gravity is too heavy here to Fly!"
return
if(src.buku)
src << "You land on the ground from the sky"
src.buku = 0
src.overlays -= flight_aura
src << sound('buku_land.wav')
src.density = 1
src.doing = 0
src.icon_state = ""
src.afk_time = 0
return
else
if(src.doing)
return
src << sound('buku.wav')
src.icon_state = "flight"
src << "You lift off the ground and take for the sky"
src.buku = 1
src.overlays += flight_aura
src.density = 0
src.doing = 0
src.afk_time = 0
return
I'm looking to have a trail follow the mob when the fly.
Give the game a better look.
ID:154695
Jan 16 2012, 4:03 am
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In response to Master Jack
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I am a rookie coder, taught myself through code modification.
Sorry but I need ya to elaborate a little more for me. I can code a continuous beam attack. Can you help me adapt(modify)that code to work as my flight aura and trail? |
In response to Master Jack
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Master Jack wrote:
Whenever the mob moves a step, just create an "trail" obj, which when New() is called on the /obj/trail, it also deletes itself after a matter of seconds. |
In response to The420SSJ
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The420SSJ wrote:
I am a rookie coder, taught myself through code modification. |
Blah, dbz rip.
mob/Move()//when a mob moves This clearly isn't meant for a plug-and-play, and I greatly discourage you working on a zeta rip. |
Also you can determine this by dividing the buku by the flight aura on a scale of total proc commands. Simply put, this means if you calculate each pixel of the trail by the ratio of pixel sizing, you can determine the neutral color value of the above necessity.