ID:169920
 
Problem: My battle system isn't exactly the best, and its kinda *Cough*Gay*Cough*. But I need it were it works in the best way possible for a .Hack RPG game, and then on my monster A.I system, I need it were if a monster is attacking one person it wont go off attacking someone else it sees. Here are the codes:

Battle System:
mob/verb/Attack(mob/M in oview(1))//This will be used to make the demo challenging
var/damage = usr.Str/M.Def
M<<"[src] attacked you for [damage] damage!"
if(src.client)
src<<"You attacked [M] for [damage] damage!"
M.Hp -= damage
src.deathcheck(M)
if(src.client)//Only players can gain levels
//adds random exp points//calls the levelup proc
else
return..()//normal action

mob/proc/deathcheck(mob/M as mob)//handles death
if(M.Hp<=0)//checks health
if(M.client)//if is a player
M.loc = locate(11,4,1)//restarts
M.Hp = M.Mhp//resets health
M<<"[src] killed you!"//tells you, you were killed.
src.Levelup()
else//not a player
src<<"You killed [M]!"
del(M)//Tells you who you killed
src.Exp+=rand(10,50)
sleep(200)
world.Repop()
//random location after death




mob
proc
Levelup()
if(usr.Exp>=src.MExp)//If your exp var equals, or passes your maxexp var
usr.Lvl++//Add to your level
usr.Exp=0//resets your exp to 0
usr.MExp+=rand(1,25)//makes your maxexp double
usr.Str+=rand(1,10)
usr.Def+=rand(4,5)
usr<<"You gained a level!"
else
..()

Monster A.I:
mob/monster/Basilisk//Defines a /mob/NPC
icon = 'Monsters.dmi'
icon_state = "Basilisk"
Hp = 100
Str = 15
Def = 10

proc/move()//Now, this proc handles NPC movement
for(var/mob/M in oview())//loops over all mobs in view
if(get_step_away(src,M,3))//checks distance
if(!M.client)//Not a player
continue//continues through the loop
else//Player
walk_to(src,M,1,4)//Move to the person
else//4-or-more spaces away
continue
spawn(20) move()//loops the proc after 2 seconds
proc/attackplayer()//Handles attacking
for(var/mob/M in oview(1))//Within one space this time
if(get_step_away(src,M,1))
if(!M.client)
continue
else
src.Attack(M)//Calls the attack proc
else
return..()
spawn(20) attackplayer()

New()//When created
attackplayer()//Calls the procs for it
move()


Thanks in advance for your help.

~C
Maybe add a target variable, and when you attack make the one being attacked name the variable. Then you can do a while loop maybe.
No put usr in proc. Ungh.

Lummox JR
In response to Lummox JR
Lummox JR wrote:
No put usr in proc. Ungh.

Lummox JR

What happens if you do:
mob/proc/lololusr()
usr=src
world<<usr
In response to Hell Ramen
Hell Ramen wrote:
Lummox JR wrote:
No put usr in proc. Ungh.

Lummox JR

What happens if you do:

This.
In response to Lummox JR
Lummox JR wrote:
No put usr in proc. Ungh.

Lummox JR

Found ~200 matches for "No put usr in proc. Ungh."

That's starting to get a bit sad...
In response to Flick
Flick wrote:
Hell Ramen wrote:
Lummox JR wrote:
No put usr in proc. Ungh.

Lummox JR

What happens if you do:

This.

That has nothing on that. =/
Except; "The only time usr is assigned for you is when a player (in Dream Seeker) executes a verb, clicks something with the mouse, or any other such action."

BUT, I still don't see why setting usr like that doesn't work. (I don't do it)