I'm very confused on how I would do this I have tried some things though
So far a skill list they have icons and have the
parent_type = /obj
So I thought why not make it so people can assign them macros
like [1 to 9] on the keyboard what I attempted to do was abuse parent_type = /obj to give a obj/var to the skills and hope that I could somehow Equip the skills to the number slot with a suffix attached
the skills have icons going down the tab on the statpanel()
However this didn't work
I then tried a crazy assign proc to verb for assign and let people input what macros they want to the number key but that was also proving difficult
My level on programming is really only a month in so I'm still getting used to it and by a month I mean coming back between the year or so but I seem to understand mostly all the basics and basic procs I do use the Ref and look at a lot of demos/libs for examples but
I just cant pull this off.. so I feel at a loss
This is not for any project really Im just trying to prepare my self for one by practicing on reasonable stuff and my Programming test bed is a RPG so Im just building on it to learn
the reason I want to be able to do this is when adding in a magic spell past 12 or 13 of them can get sticky and I thought learning how to do skill assigning would be good.
There is not much on it after looking up for such a thing besides "how to set macros normally?" any ideas? Or can someone point me in the right direction at least.
ID:157156
![]() May 3 2010, 11:46 pm
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Garthor wrote:
parent_type is pretty much only useful for creating more convenient paths for typing. Turning obj/item/blah into just item/blah, for example. It simply overrides the inheritance dictated by the indentation, essentially. what would be useful for this? [Edit]: My bad I always confuse the ID thing for a post tag reading it now Thank you |
Anyway, read [link]