ID:172648
 
Ok heres what i need to know ...

1 . How to make the vars show up in a lil tab for the player

2 . How to make the monster hp , make them move and attack ..

3 . How to make shops ...
Well I think you need to look a little harder(not to be mean)but I have found these before.Also dont just click the tutorials and demos and libraries on the side,Look up on the search for what you want.




XxDohxX of DBTPT
Well, let's start with the first question.

Displaying things in a statpanel is relatively easy, and is done in mob/Stat(). Heres an example.
mob/Stat()
statpanel("A statpanel")
stat("Your Health: ",health)

That would show a stat panel with a label that says "Your Health", followed by the person's health (assuming they have a health variable.)
If you have any more questions concerning Stat stuff, use the reference (F1 in DreamMaker).

Next.. The next thing includes making a loop in the monster's New() proc and telling it to do what you want it to do. You may want to search for demos about monsters and stuff. Here's a basic example.
mob/monster //lets say you have your basic generic monster mob type
New() LifeCycle() //So here, I'm telling it to run a proc named Life Cycle when New() is called, or when the mob is created.
proc/LifeCycle() //now I'm defining the LifeCycle proc
walk_rand(src) // tell it to make the monster walk randomly...
spawn(5) LifeCycle() //wait half a second and then run the LifeCycle() proc again. There are many ways to make loops, and this is only one way. You may want to consider looking up the usage of the while() proc.


Next.. With NPC shopkeepers, simply make an input asking what the user wants to buy, and then make it so the choices make a new object of what they choose in their inventory. Make sure you check if they have enough money and stuff though. Many demos are on the hub, a search for "shopkeeper" would probably get you some results.
Here's a brief example
mob/shopkeeper
Click() //if you click on them...
var/choice = input("What do you want to buy?","A shop") in list ("A rock","A banana")
if(choice = "A rock") //If they choose "A rock"
new/obj/item/rock(usr) //make a new rock object in their inventory
//More stuff goes here for the banana choice, etc.

Another way to do what I said above would be to store objects in the shopkeeper's inventory, and then move them from the inventory to the player when it is bought. I'll leave you to figure that out. =D

Hope this helps you, and scour the demos section for what you need.

~Cheuq