In response to Koolguy900095
okay,but I need serious help.About 96% of tthe 180 errors are about 'Undefined Type'.I have never seen or read anything about defining text.Put simple,I don't know what the heck I'm doing.And I still can't find out how to define a var!And one says 'undefined type path'.I've never even heard of that.Sorry,but you might not wanna help me cause I'm so newbish.
In response to Lil'T
Maybe its too advanced :( try another battle system
In response to Lil'T
*cough*crap*cough*
In response to Koolguy900095
Cool okay I was just about to send you an e-mail about the stuff I wanted changed,but I can tell you easily right now:

Wherever there is 'Pokemon' replace it with 'Digimon' and wherever there is 'pokemon' replace it with 'digimon'.
Wherever there is 'Run' replace it with 'Flee' and wherever there is 'run' replave it with 'flee'.
Wherever there is 'fainted' put 'is defeated'.
Okay,now,where you have 'what attack will you use?' replace it with 'what technique will you use?'

Okay I have 2 go 2 bed now my sister's pissed off thanks for all the help! Cya!
In response to Lil'T
(sounds like someone needs to take the time to read and learn the programming tutorials, or maybe move this thread to Classified ads since it's becoming more of a request for someone to make the game for him/her) =)
I don't know if you have gotten the help you need, because I don't really bother muddling through all of this thread just to find out, so I'll just help you anyway.

First, what you need to do is give mobs a 'digimon' variable, to refer to the digimon the player currently has.
mob/var
mob/digimon //Variable defined as a mob.

I defined the variable as a mob, so we can treat it like one. Locate it, refer to it's status, whatever.

Now lets make a digimon.
mob/digimon
var
health //Define variables for the parent_type of mob/digimon
strength
SomeThingamon
health=50 //Define variables for mob/digimon/SomeThingamon
strength=5

Now, we need to give the player a digimon.
mob/Login()
src.digimon=new/mob/digimon/SomeThingamon // Set the player's variable as a new 'somethingamon'
..() // Continue with the parent procedure.
src.digimon.Move(locate(src.x,src.y+1,src.z)) // Move the digimon above the player.


Now, you can do anything with the digimon, by referring to it with the digimon variable. I'll show you how to make a simple attack verb;
mob/verb
Digi_Attack()
var/mob/digimon/TargetMob
for(TargetMob in oview(1,src.digimon)) //Loop through all digimon near yours.
TargetMob.health-=src.digimon.strength
view(src.digimon) << "[src.digimon.name] attacked [TargetMob.name] for [src.digimon.strength]!"


Sorry, I don't have time to explain more, but I hope this helps you.

~>Volte
In response to Lummox JR
Lol Lummox to your first reply. I was thinking a lot along the same lines.
Lil' T, a tip for if you want it answered fast put a decent name/topic to it, e.g. Peoples clothes disappear!!!
or
I need some help for my NAKED game...

Those are more likely to grab peoples attention (and I know I am gonna get 20 replies saying I am some perve who likes computer graphics just because I said the word naked...)

~-GokuSS4Neo
In response to Gokuss4neo
delete this useless post.
(this guy is ... well yeah)
In response to Maz
Okay thanks Volt and Goku (I dunno about Maz lol)
In response to Gokuss4neo
Gokuss4neo wrote:
Lol Lummox to your first reply. I was thinking a lot along the same lines.
Lil' T, a tip for if you want it answered fast put a decent name/topic to it, e.g. Peoples clothes disappear!!!
or
I need some help for my NAKED game...

Misleading subjects are a bad idea and are just likely to get the thread deleted; Lil'T has already discovered that this is not the way to go.

However, it is a good idea to make the subject line tell something about the problem at hand so people have a heads-up going into the post.

Lummox JR
In response to Lummox JR
I was just making an example (A bad example I admit) but what I meant is that it has to be interesting
e.g. var problem
is worse than :
Intriguing Variable Confusion
In response to Gokuss4neo
obj
var
HP
MHP
MP
MMP
STR
VIT
mob
var
Add
INPY = 1 // this is for if you want to add more digimon in your party, presay you killed a boss and before you could only have 2 digimon in battle now the usr can have 3 in battle, you need to change the number to how many digimon a player can have in battle, get it?
mob
var
tmp
C=0
mob/var/list/EquiptedDIGI = list()
mob/var/list/Other = list()

obj
Digimon
CatMan
icon = 'Cat.dmi'
icon_state = ""
HP = 20
MHP = 20
MP = 10
MMP = 10
STR = 1
VIT = 4
verb
Equipt()
set category = null
if(usr.Add == usr.INPY)
usr << "You can't prepare anymore Digimon to battle"
return
if(src.name in usr.EquiptedDIGI)
usr << "[src.name] is already prepared to battle"
return
src.AddDIGI()
UnEquipt()
set category = null
if(src.name in usr.EquiptedDIGI)
src.DeleteDIGI()
return
usr << "[src.name] is not prepared to battle"
FireBird
icon = 'Bird.dmi'
icon_state = ""
HP = 10
MHP = 10
MP = 100
MMP = 100
STR = 30
VIT = 300
verb
Equipt()
set category = null
if(usr.Add == usr.INPY)
usr << "You can't prepare anymore Digimon to battle"
return
if(src.name in usr.EquiptedDIGI)
usr << "[src.name] is already prepared to battle"
return
src.AddDIGI()
UnEquipt()
set category = null
if(src.name in usr.EquiptedDIGI)
src.DeleteDIGI()
return
usr << "[src.name] is not prepared to battle"

obj
Digimon
Click()
if(src in usr)
src.CheckStat()
return
for(var/obj/Digimon/L in usr)
if(istype(L,src))
return
usr.contents += src

mob
Stat()
statpanel("Digimon",usr.contents)
mob
verb
Digimon_Prepared_For_Battle()
for(var/item in usr.EquiptedDIGI)
usr << "[item] is ready for battle"
usr.C++
continue
if(usr.C==0)
usr << "you currently have no Digimon ready for battle"
usr.C=0
obj
proc
CheckStat()
alert("\
HP: [src.HP]/[src.MHP]\n\
==========================\n\
MP: [src.MP]/[src.MMP]\n\
==========================\n\
STR: [src.STR]\n\
==========================\n\
VIT: [src.VIT]","[src.name] Stats")
AddDIGI()
src.suffix = "Ready for Battle"
usr.EquiptedDIGI.Add(src.name)
usr.Add++
DeleteDIGI()
src.suffix = ""
usr.EquiptedDIGI.Remove(src.name)
usr.Add--

// some people might be thinking why did I make a list? or why did I make the Digimon an obj (object)...
// the reason for making a list is to help cut down on vars...
// the reason for making the Digimon a obj is so they can go in the user inventory

here is some stuff I coded... I doubt you can use it correctly and i'm sure people will find errors with it... but it might work effectively
In response to Lummox JR
Lummox JR wrote:
On time? Are we on a deadline or something? If we are, you're not paying me enough.

I second that! Everyone who helps out here is volunteering. You're lucky we help you at all, so don't complain! =P
In response to Crispy
lol I know,I'm really lucky people don't get pissed off 'cause I'm always asking for help
In response to Jotdaniel
Maz is decent enough. A whole helluva a lot better than me :)
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