Code:
mob
var
AP // battling variables
maxap
HP
maxhp
Mr. Sea // short and sweet classes
icon = 'Mr. Sea.dmi'
maxap = 175
maxhp = 200
verb
Shark Power(mob/M as mob in oview(1)) //attack a mob within 1 tile of you
if(src.AP < 100)
src << "You need at least 100 Attack points to do Shark Power."
return
src.AP -= 100
var/damage = 60
var/power = 40
world << "[usr] Attack Enemys!"
world << "Enemy Lose [damage] HP!" //tell the damage to the world
world << "Enemy Lose [power] AP!" //tell the damage to the world
world << "You Lose 100 AP!" //
src << "You have[AP] AP!" //
M.HP -= damage
M.AP -= power
M.DeathCheck()
SeaWeedStrength (mob/M as mob in oview(2))
var/life = 100
var/power = 50
src.AP+= power
src.HP+= life
src << "You get[power] AP!" //
src << "You get[life] HP!" //tell the damage to the world
src << "You have[AP] AP!" //
src << "You have[HP] HP!" //
M.DeathCheck()
Mr. P
icon = 'Mr. P.dmi'
maxap = 175
maxhp = 200
Enemy
icon = 'Mega B.O..dmi'
proc
DeathCheck()
if (HP <= 0)
world << "[src] dies!"
del(src)
Login()
if(src.logged) // only do this if you have a char already in
world << "[src] logs in."
src << "LMT, created by PRF"
else // straightforward login
var/list/classlist = list("Mr. Sea","Mr. P")
var/cclass = input(src, "Pick a Player","Player") in classlist
switch(cclass)
if("Mr. Sea") src.newchar = new /mob/Mr._Sea ()
if("Mr. P") src.newchar = new /mob/Mr._P ()
newchar.name = src.key
newchar.logged = 1
src.client.mob = newchar
del(src)
Stat() // sweet and simple statpanel
if(src.logged)
stat(src)
stat("AP: ","[src.ap]/[src.maxap]")
stat("HP: ","[src.hp]/[src.maxhp]")
turf
grass //define a "grass" prototype, which is a kind of turf...
icon = 'map.dmi' //that has an icon named 'grass.dmi'. In single quotes!
regeneration_pad
icon_state = "regen"
Entered(atom/movable/A) // this is just for testing purposes
if(ismob(A))
var/mob/M = A
M << "You have been regenerated to full health!"
world //set one of our world's characteristics:
turf = /turf/grass //its default turf is the grass turf.
Problem description:
loading LMT.dme
LMT.dm:73:warning: /mob/Mr/verb.1/.call: value changed
LMT.dm:73:error: Mr: expected end of statement
LMT.dm:81:warning: /mob/Mr: value changed
LMT.dm:81:error: Enemy: expected end of statement
LMT.dmb - 13 errors, 2 warnings (double-click on an error to jump to it)
</100>
ID:263754
Oct 6 2007, 9:16 am
|
|
In response to Ripiz
|
|
Ripiz wrote:
> Mr. Sea //wrong You can't use dots, if you need dot in name that badly then > Mr_Sea Thank you, But it now say: Code: mob var AP // battling variables maxap HP maxhp Mr_Sea name="Mr. Sea" icon = 'Mr. Sea.dmi' maxap = 175 maxhp = 200 verb Shark Power(mob/M as mob in oview(1)) //attack a mob within 1 tile of you if(src.AP < 100) src << "You need at least 100 Attack points to do Shark Power." return src.AP -= 100 var/damage = 60 var/power = 40 world << "[usr] Attack Enemys!" world << "Enemy Lose [damage] HP!" //tell the damage to the world world << "Enemy Lose [power] AP!" //tell the damage to the world world << "You Lose 100 AP!" // src << "You have[AP] AP!" // M.HP -= damage M.AP -= power M.DeathCheck() SeaWeedStrength (mob/M as mob in oview(2)) var/life = 100 var/power = 50 src.AP+= power src.HP+= life src << "You get[power] AP!" // src << "You get[life] HP!" //tell the damage to the world src << "You have[AP] AP!" // src << "You have[HP] HP!" // M.DeathCheck() Mr_P name="Mr. P" icon = 'Mr. P.dmi' maxap = 175 maxhp = 200 Enemy icon = 'Mega B.O..dmi' proc DeathCheck() if (HP <= 0) world << "[src] dies!" del(src) Login() if(src.logged) // only do this if you have a char already in world << "[src] logs in." src << "LMT, created by PRF" else // straightforward login var/list/classlist = list("Mr. Sea","Mr. P") var/cclass = input(src, "Pick a Player","Player") in classlist switch(cclass) if("Mr. Sea") src.newchar = new /mob/Mr._Sea () if("Mr. P") src.newchar = new /mob/Mr._P () newchar.name = src.key newchar.logged = 1 src.client.mob = newchar del(src) Stat() // sweet and simple statpanel if(src.logged) stat(src) stat("AP: ","[src.ap]/[src.maxap]") stat("HP: ","[src.hp]/[src.maxhp]") turf grass //define a "grass" prototype, which is a kind of turf... icon = 'map.dmi' //that has an icon named 'grass.dmi'. In single quotes! regeneration_pad icon_state = "regen" Entered(atom/movable/A) // this is just for testing purposes if(ismob(A)) var/mob/M = A M << "You have been regenerated to full health!" world //set one of our world's characteristics: turf = /turf/grass //its default turf is the grass turf. Problem description: LMT.dm:15:error:name:undefined var LMT.dm:17:error:icon:undefined var LMT.dm:19:error:maxap:undefined var LMT.dm:21:error:maxhp:undefined var LMT.dm:25:error:Shark :invalid proc definition LMT.dm:27:error::invalid proc definition LMT.dm:69:error:AP:undefined var LMT.dm:71:error:HP:undefined var LMT.dm:73:error:M.DeathCheck:undefined proc LMT.dm:77:error:name:undefined var LMT.dm:79:error:icon:undefined var LMT.dm:81:error:maxap:undefined var LMT.dm:83:error:maxhp:undefined var LMT.dm:79:error::empty type name (indentation error?) LMT.dm:87:error:icon:undefined var LMT.dm:93:error:HP:undefined var LMT.dm:115:error:/mob/Mr._Sea:undefined type path LMT.dm:117:error:/mob/Mr._P:undefined type path LMT.dm:119:error:newchar.name:undefined var LMT.dm:121:error:newchar.logged:undefined var LMT.dm:123:error:newchar:undefined var LMT.dm:61:error:src.AP:undefined var LMT.dm:63:error:src.HP:undefined var LMT.dm:17:error::empty type name (indentation error?) LMT.dm:101:error:src.logged:undefined var LMT.dm:115:error:src.newchar:undefined var LMT.dm:117:error:src.newchar:undefined var LMT.dm:119:error:src.key:undefined var LMT.dm:123:error:src.client.mob:undefined var LMT.dm:99:error:Login :undefined proc LMT.dm:129:error:src.logged:undefined var LMT.dm:133:error:src.ap:undefined var LMT.dm:133:error:src.maxap:undefined var LMT.dm:135:error:src.hp:undefined var LMT.dm:135:error:src.maxhp:undefined var LMT.dm:127:error:Stat :undefined proc LMT.dmb - 36 errors, 0 warnings (double-click on an error to jump to it) |
In response to Prf X
|
|
Mr_Sea This was just an example, it should go under mob: mob Mr_P Should go under mob too, I was too lazy to type mob |
In response to Ripiz
|
|
When showing the code, put <d m> at the front, and </d m> at the end of the code.
Please not that you don't have the space inbetween the D and the M Example: <d m> mob verb say(messahe as text) view(usr) << "[usr] says: [message]" </d m> without the spaces it would be: mob See how that works? |
You can't use dots, if you need dot in name that badly then