ID:261160
 
usr.verbs+=new/mob/proc/acidrain

How would i make the category spells.(I like learning if its in the faq guides or bb tell me i will try to find it)
I think your talking about seting what catigory this proc goes to, if so i think this should help.

on the proc acid rain, put this in the acid rain code:


set category = "Spells"


But thats for verbs so I dont know if it will work with a proc, but try it anyways P
In response to Kunark
Kunark wrote:
I think your talking about seting what catigory this proc goes to, if so i think this should help.

on the proc acid rain, put this in the acid rain code:


set category = "Spells"


But thats for verbs so I dont know if it will work with a proc, but try it anyways P

I tied that.(wait maybe this will work)
In response to Air _King
nope still doesn't

Is there a command loop like for next in BASIC in DM?
I have tried goto, but it wont jump up on the page.
In response to Air _King
I dont know, but here is one problem. If you have acid rain as a proc, it wont work. But I know that your doing that so the player does not have that verb untill he finds that spellbook or whatever.

You should try making that spell into an item, like a spellbook or something. that way you can still have it as a verb in that category, and that verb will only come up when you have that item.
In response to Kunark
Kunark wrote:
I dont know, but here is one problem. If you have acid rain as a proc, it wont work. But I know that your doing that so the player does not have that verb untill he finds that spellbook or whatever.

You should try making that spell into an item, like a spellbook or something. that way you can still have it as a verb in that category, and that verb will only come up when you have that item.

Actuall Ozark the mage teaches it to you by Click() proc.
In response to Kunark
Kunark wrote:
I dont know, but here is one problem. If you have acid rain as a proc, it wont work. But I know that your doing that so the player does not have that verb untill he finds that spellbook or whatever.

You should try making that spell into an item, like a spellbook or something. that way you can still have it as a verb in that category, and that verb will only come up when you have that item.

Or you could just make it a verb under another mob, ie

mob/mage/verb/AcidRain()

then
src.verbs += /mob/mage/verb/AcidRain()

Remember, verbs is a tmp var, which means it doesnt save. Take a look at deadrons character saving library, it has an excellent example of how to save them

Alathon
In response to Alathon
Alathon wrote:
Kunark wrote:
I dont know, but here is one problem. If you have acid rain as a proc, it wont work. But I know that your doing that so the player does not have that verb untill he finds that spellbook or whatever.

You should try making that spell into an item, like a spellbook or something. that way you can still have it as a verb in that category, and that verb will only come up when you have that item.

Or you could just make it a verb under another mob, ie

mob/mage/verb/AcidRain()

then
src.verbs += /mob/mage/verb/AcidRain()

Remember, verbs is a tmp var, which means it doesnt save. Take a look at deadrons character saving library, it has an excellent example of how to save them

Alathon

What about the category?
In response to Air _King
Yes but instead you can make osark give the player a book or you dont even have to make an Icon for the book so its just is the words "Acid Rain" in your invintory. You could cast it there, or use the verb thats in the "Spell" Section
I would do this to my spells, but I cant figure out how to group items, so I use one "cast" verb in the "Battle" Category, and you equip the spells, and using vars and if statements, You can make one verb like me, but it would be better to figure out how to get those different spell verbs in there, I would use that if I knew how exactly
In response to Air _King
Air _King wrote:
Alathon wrote:
Kunark wrote:
I dont know, but here is one problem. If you have acid rain as a proc, it wont work. But I know that your doing that so the player does not have that verb untill he finds that spellbook or whatever.

You should try making that spell into an item, like a spellbook or something. that way you can still have it as a verb in that category, and that verb will only come up when you have that item.

Or you could just make it a verb under another mob, ie

mob/mage/verb/AcidRain()

then
src.verbs += /mob/mage/verb/AcidRain()

Remember, verbs is a tmp var, which means it doesnt save. Take a look at deadrons character saving library, it has an excellent example of how to save them

Alathon

What about the category?

For the verb, just use set category = "Whatever"

mob/verb/Say(T as text)
set category = "Communication"

etc

Alathon
In response to Air _King
in the acid rain verb that you would get from the other mob as he explained (Wich hey, thats not a bad idea!) under that verb you would place
set category = "Spells"

This will categorize verbs in the statpanel, just aperently not procs.
In response to Kunark
or you could do this and it works this IS tested


mob/Wizard
icon='Wizard.dmi'
Click()
usr.verbs+=/mob/proc/AcidRain

mob/proc/AcidRain(mob/M in oview(3))
set category="Spells"
M<<"Acid Rains on you"


In response to Nadrew
Nadrew wrote:
or you could do this and it works this IS tested


mob/Wizard
icon='Wizard.dmi'
Click()
usr.verbs+=/mob/proc/AcidRain

mob/proc/AcidRain(mob/M in oview(3))
set category="Spells"
M<<"Acid Rains on you"





Thanks I will try it!
In response to Air _King
I thought you tried putting the set category = "Spells" under the acid rain proc and you said it didnt work
In response to Nadrew
Nadrew wrote:
or you could do this and it works this IS tested


mob/Wizard
icon='Wizard.dmi'
Click()
usr.verbs+=/mob/proc/AcidRain

mob/proc/AcidRain(mob/M in oview(3))
set category="Spells"
M<<"Acid Rains on you"



It works, but on turfs too........