ID:176713
 
I wan't a code that makes the 'ki.dmi' icon to go from 1 space away from the usr that shoots it and it travels to the target which in is the oview of 7, and when it bumbs into the target, it disappears and a new icon called 'explosion.dmi' is flicked over the target that was hit. I'll put in all the damage factors, but i can't figure out how to make my code do the icon stuff that I just described.
Kamion wrote:
I wan't a code that makes the 'ki.dmi' icon to go from 1 space away from the usr that shoots it and it travels to the target which in is the oview of 7, and when it bumbs into the target, it disappears and a new icon called 'explosion.dmi' is flicked over the target that was hit. I'll put in all the damage factors, but i can't figure out how to make my code do the icon stuff that I just described.

Ironically you've just taken the first step, even though you say you don't know how: You described step by step how you want to do this.

For the travel part, you can use walk() or some kind of timed movement loop. You can spawn() a del(src) to delete the projectile when it's out of range. You can override Bump() to determine if it hit the target (or something else) and then create an explosion effect at that location.

It seems to me as if you're right on track. Do a forum search on "projectile" to look for code that will give you a good idea how to implement the specifics.

Lummox JR
www.byond.com/hub/Jacob/CombatSystem

That should help you out. Look at the fireball verb.