ID:175593
 
this is my code for the pet so far:

mob//Mobs
chocobofarmer//The keeper of your NPC
icon='mobs.dmi'
icon_state="wep"//The icon of the NPC keeper
verb//A verb
getchocobo()//Verb to get a NPC
set src in oview(1)//Can only talk to him if he's 1 block away
set name="Get chocobo"//Name of verb
set desc="Recieve a chocobo."//Description of verb
set category="Commands"//The category (default is Commands, but for some reason I put it there)
if(following==0)//If you don't have a NPC...
switch(alert(usr, "Would you like to buy a chocobo?","chocobo to follow you","Yes","No"))//Asks you if you'd like one
if("Yes")//If you choose Yes...
usr.chocobo1 += 1//You recieve a NPC
following=1//You now cannot have 2
usr.chocobo=new/mob/chocobo(locate(usr.x+1,usr.y,usr.z))// Brings the NPC 1 space left of you
if("No")//
return//
else//But if you have a NPC...
usr << "You already have a NPC."//It displays this
return//And nothing happens

client//States the client
Northeast()//For the Northeast key...
return//It won't do anything
Northwest()//For the Northwest key...
return//Won't do anything either
Southeast()//For the Southeast key...
return//Not doing anything
Southwest()//For the Southwest key..
return//It is disabled so nothings happening here(The reason for the above is to disable the NPC from being stranded since I didn't insert the diagnal directions for the NPC's movement)
North()//When you use north...
if(usr:chocobo1==1)//It will first check if you have a NPC with you
step(usr,NORTH)//Then it will move you north 1 space
walk_to(usr:chocobo,usr.loc,1,1)//This is to move the NPC to make it go north too
return//After this go back to normal activity
else//If you don't have a NPC...
step(usr,NORTH)//You move north and that's all
return//After moving, nothing special happens

//Note:Just read the above because I don't feel like typing it up again (My clipboard won't work with BYOND)

South()
if(usr:chocobo1==1)
step(usr,SOUTH)
walk_to(usr:chocobo,usr.loc,1,1)
return
else
step(usr,SOUTH)
return
East()
if(usr:chocobo1==1)
step(usr,EAST)
walk_to(usr:chocobo,usr.loc,1,1)
return
else
step(usr,EAST)
return
West()
if(usr:chocobo1==1)
step(usr,WEST)
walk_to(usr:chocobo,usr.loc,1,1)
return
else
step(usr,WEST)
return

mob//A mob thing
var//Variable
chocobo1 = 0//1 of 3 vars for the NPC system
chocobo//The second var
following=0//The third disabling

how do i make the "chocobo"go thro tleporters and end up ehere i do?plz post any codes or demos!

Kablez

-=<()>=-
No hard code yet, but my monster AI will move to the last known location of the target. That way they will automatically go through teleporters (if they see the target on the teleporter, which requires a brief delay.)

The watered down version of the code is something like this:
mob/proc/AI()
if(target)
if(target in view(view_distance,src)) // if the target is in sight
target_loc = target.loc // update the target_loc
base_StepTowards(target_loc) // from Deadron's Pathfinding library


You can't plug it into your source as is, but it will get you on the right track if you want to learn how to do it.