mob/var
Level=1
Exp=0
Nexp=100
HP=100
MaxHP=100
Str=10
Def=10
Mp=10
MaxMp=10
obj/lerfblade
name = "Lerf Blade"
icon = 'sword.dmi'
desc = "Inscribed on the hilt is the message:
\
Upon humans, refrain!
\
Upon lerfs, twice the pain!"
verb
wieldLerfBlade()
usr << "You wield [src]."
usr << "You are suddenly consumed by an overwhelming hatred for little purple people!"
suffix =" (wielded)"
usr.wielded = src
usr.Str += 5
usr.icon_state = "with sword" //TMDI
removeLerfBlade()
usr << "You remove [src]."
suffix = null
usr.wielded = null
usr.icon_state = ""
obj/Chestplate
name = "Chestplate"
icon = 'chp.dmi'
verb
wieldChestplate()
usr << "You wield [src]."
usr << "You are now more stout!"
suffix =" (wielded)"
usr.wielded = src
usr.Def += 5
usr.MaxHP += 25
removeChestplate()
usr << "You remove [src]."
suffix = null
usr.wielded = null
usr.icon_state = "":
I'm new to Byond, so I've been reading the tutorials and trying to mess around with them. what I want this to do is simple, make objects that increase stats. It does. Over and over. The player can choose to 'wield' as many times as he wants. Any solutions or maybe a better way to code this?:
Jun 11 2012, 7:36 am
Best response
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thank you it worked. i have 1 more question. i've been looking around and haven't seen a magic system. any ideas where i could find an example of 1?
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Magic is very general, you could do anything with it. You likely won't find an example unless you get very specific with what you want.
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i suppose i want a verbal spell system, where you input a name for the spell to happen. I'll try an example.
mob/spell like i said, im new at this. any ideas? |
You need to manage what the player has to type to make the spell happen. Whenever they do, trigger the spell. Give spells a fire() proc or something of the sorts.
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you can use some libraries of projectiles, beams and other. you can look here http://www.byond.com/developer/?text=beam&sort=pop
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