ID:178887
 
Okes, I need help on these things.
P.S. Answer them all correctly and recieve a Free BYONDime!
(cheers and applause)
1) What the heck will this do?
obj
Objectives
Pie
icon = 'Pie.dmi'
icon_state = "Cherry"

What will the Objectives part do to affect the gameplay?

2)
How do you make it so the pointer(Mouse Icon)
looks like 'Mouse.dmi'?

3) How do you make it so every 10 minutes your Hunger/Thirst
decreases from "Full" to "Hungry/Thirsty"

4)
Why does everyone use Icons from RPG maker 2000?

-FireEmblem

P.P.S. I convinced Watabou to use his Dime for this job.
So expect a dime from Watabou!
FireEmblem wrote:
Okes, I need help on these things.
P.S. Answer them all correctly and recieve a Free BYONDime!
(cheers and applause)
1) What the heck will this do?
obj
Objectives
Pie
icon = 'Pie.dmi'
icon_state = "Cherry"

What will the Objectives part do to affect the gameplay?

Since you haven't defined anything under Objectives, nothing. You now have an object called obj/Objectives, which has no icon or icon state or particular characteristics, and another object derived from that, called obj/Objectives/Pie.

Now, if you did this:
obj
Objectives
verb/get()
set src in usr.loc
usr << "You got [src]!"
usr.points += 10
del src
Pie
icon = 'Pie.dmi'
icon_state = "cherry"

then you would have a Pie object, which, as one of the Objectives, would give points to whoever picked it up. You could also define several other "Objectives" on the same level as the Pie, or several subtypes of Pie, all of which would share that same get() verb defined for Objectives.

3) How do you make it so every 10 minutes your Hunger/Thirst
decreases from "Full" to "Hungry/Thirsty"

Several ways to do this. Easiest:

mob/player/New()
..()
spawn(6000) stomach_timer()

mob/player/proc/stomach_timer()
src.food = 0
src.water = 0
spawn (6000) stomach_timer()

This assumes that your player's mobs are defined as mob/player, that they have a variable called food that increases when the player eats and one called water that increases when the player drinks. Every 10 minutes, it resets these to 0. Simplistic. Also, the spawn() loop may not be the best way to handle this, with some recent changes, but it should still work, particularly for procs that are only called every 10 minutes.

I only answer odd numbered questions today.
In response to Lesbian Assassin
^_^
FireEmblem wrote:
Okes, I need help on these things.
P.S. Answer them all correctly and recieve a Free BYONDime!
(cheers and applause)
2)
How do you make it so the pointer(Mouse Icon)
looks like 'Mouse.dmi'?
    client
          mouse_pointer_icon = 'Mouse.dmi'

4)
Why does everyone use Icons from RPG maker 2000?

no clue
-FireEmblem

P.P.S. I convinced Watabou to use his Dime for this job.
So expect a dime from Watabou!
FireEmblem wrote:
1) What the heck will this do?
obj
Objectives
Pie
icon = 'Pie.dmi'
icon_state = "Cherry"

What will the Objectives part do to affect the gameplay?


You could do something like this:

obj/Objectives/verb/Get()
set src in oview()
src.Move(usr)

So you can only pickup objects that are listed under Objectives.

2)
How do you make it so the pointer(Mouse Icon)
looks like 'Mouse.dmi'?


client/mouse_pointer_icon = 'Mouse.dmi'

3) How do you make it so every 10 minutes your Hunger/Thirst
decreases from "Full" to "Hungry/Thirsty"

mob
proc
hunger()
while(usr.hunger != "hungry")
sleep(...)// ... is something you fill in
usr.hunger = "hungry"
//Do something like this for thirst


4)
Why does everyone use Icons from RPG maker 2000?


I really don't know..