turf
cliff
icon = 'turfs.dmi'
icon_state = "cliff"
density = 1
cliff2
icon = 'turfs.dmi'
icon_state = "cliff2"
density = 1
sky
icon = 'turfs.dmi'
icon_state = "sky"
cliff3
name = "cliff"
icon = 'turfs.dmi'
icon_state = "bg"
water
icon = 'turfs.dmi'
icon_state = "water"
Enter(mob/M)
M << "You drown in the water!"
M.Die()
water2
name = "water"
icon = 'turfs.dmi'
icon_state = "water2"
Enter(mob/M)
M << "You drown in the water!"
M.Die()
mob/proc/Die()
usr.HP = usr.MHP
usr.loc = locate(/area/start)
world << "[usr] was killed!"
mob/var
HP = 30
MHP = 30
MP = 20
MMP = 20
STR = 7
DEF = 4
area/start
world
mob = /mob/pc
turf = /turf/sky
mob/pc
icon = 'pc.dmi'
mob/Login()
world << "[usr] joined Castlevania!"
usr.loc = locate(/area/start)
src.client.mob.dir = EAST
src.inair = 0
Also here is the side scroll coding im using:
#define DEBUG
proc
Gravity(var/mob/per)
if(per.dir == EAST)
if(per.inair == 1)
var/turf/check = locate(per.x,per.y-1,per.z)
if(check.density == 1)
per.inair = 0
return
else
per.loc=locate(per.x,per.y-1,per.z)
sleep(2)
Gravity(per)
else
return 0
if(per.dir == WEST)
if(per.inair == 1)
var/turf/check = locate(per.x,per.y-1,per.z)
if(check.density == 1)
per.inair = 0
return
else
per.loc=locate(per.x,per.y-1,per.z)
sleep(2)
Gravity(per)
else
return 0
mob
var
inair
client
Northeast()
return
Northwest()
return
Southeast()
return
Southwest()
return
North()
if(src.mob.dir == EAST)
if(src.mob.inair == 0)
src.mob.inair = 1
for(var/i=1,i<4,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = EAST
sleep(2)
Gravity(src.mob)
return
else
return
if(src.mob.dir == WEST)
if(src.mob.inair == 0)
src.mob.inair = 1
for(var/i=1,i<4,i++)
src.Move(locate(src.mob.x,src.mob.y+1,src.mob.z),NORTH)
src.mob.dir = WEST
sleep(2)
Gravity(src.mob)
return
else
return
East()
..()
if(src.mob.inair == 0)
var/turf/checkdense = locate(src.mob.x,src.mob.y-1,src.mob.z)
if(checkdense.density == 0)
src.mob.inair = 1
Gravity(src.mob)
return
West()
..()
if(src.mob.inair == 0)
var/turf/checkdense = locate(src.mob.x,src.mob.y-1,src.mob.z)
if(checkdense.density == 0)
src.mob.inair = 1
Gravity(src.mob)
return
South()
if(src.mob.inair == 1)
return
Now heres the problem..for some reason when the mob falls into the water, instead of killing him, the mob falls through the water until he hits a dense surface. He wont die unless the mob moves once hes inside the water. Can someone tell me how to fix it so the mob dies the SECOND he henters the water? this has been annoying me for quite some time now. Thanks in advance