ID:176335
Jan 23 2003, 3:47 pm
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This isn't exactly an are I have ever done. But I'm wondering how would would I set up a Mutli Tiled opponent In my FF game. It uses the FF battle system I just have never needed to do something like this.
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Jan 23 2003, 3:50 pm
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look for the demo they have plenty
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In response to Koolguy900095
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They all explain a multi tile MOB
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In response to Codesterz
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And how is an enemy not a mob?
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In response to Garthor
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Depends on how you do it. On FFO we had it so the huge enemies were just a turf slapped onto the map, with an invisible mob that you actually fight. Now using a big mob would be much better, cause then you would be able to allow more than one person to fight the same big mob at a time (unless you made about a dozen maps of the same thing...heh). You still should be using mobs however, and a multi-tile demo should do the trick.
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In response to Codesterz
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Just because it's mob, doesn't make it any different. Most of the libs on multitiles are for the client's character, and not mobs. Where you make the mob/obj attack or whatever, do something like this:
for(var/mob/M in oview(5)) if(M.owner == src&&src.bodypart1 == M) flick("Attack",src) for(var/mob/M in oview(5)) if(M.owner == src&&src.bodypart2 == M) flick("Attack",src) //Put attack stuff here. |
if they dont change, simply add the other body parts as overlays when the monster is created.
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mob //Make a new mob. NPC //give it a name. icon = 'npcbody.dmi' //Whats its icon? New() //When created. src.overlays += /obj/NPCHEAD //add the head! obj//Make a new obj. NPCHEAD //give it a name. icon = 'npchead.dmi' //whats its icon? pixel_Y = 35 // make it so its above the usr. - Siientx |