I iconned these buttons things, or GUI's as you may know, for jutsu. I don't know how, or where to start coding them in! Any help would be good :) Like when you click them, you do the jutsu
I don't want it to be on the map thought, I want them in teh inventory, like you know how GOA you get stuff and it shows a picture in your inventory, something like that but instead you can use a jutsu by clicking it.
I did something like this once in an easier way, at least for me, to understand. Was a long time ago and I don't have the file any more but i'll try to be as accurate as possible. Make the jutsu into an obj. Make a tab like the inventory for these jutsu. Then use the Click() proc to activate the jutsu. I don't remember if I coded the jutsu into the click or made a proc for the jutsu, probably the first one. I did this when I was just starting out so, thats why I mentioned the second one...
The jutsu are already coded in, I jsut want them assigned to a like a Icon to click, like hmmm... GOA has them there's GUI's i want to be able to click one of those then bam the jutsu does what it does.
obj/Techniques FireT//The Fire Technique tag = "Fire Technique"//So the System knows something about it icon = 'Techniques.dmi'//The Icon File icon_state = "Fire"//Make it this icon Click()//When you click it usr<<"You just created Fire!"//This gets outputted //Whatever the hell you wanna do here... return//I like to call this when I think everythings done :D mob//a Mob...Person...Human, w.e proc//Not explaining Learn_A_Random_Jutsu()//Not Explaining if(src.Level == 2)//If the Humans level is 2 for(var/obj/Techniques/O in src.Techniques)//if the system found a Technique(Just give the human atleast 1 Technique to begin with...Attack? if(O.tag == "Fire Technique")//If the tag value is found "Fire Technique" return//Stop, Dont want the human to learn it Twice O.o else//If it isn't found var/T = new/obj/Techniques/FireT//Create a new Skill src.Techniques += T//Give it to the Huaman src<<"You have learned how to create Fire!"//Output this return//End var list/Techniques = list()//Do not remove >_< Stat()//Stat()! statpanel("Techniques")//Create a Statpanel named, Techniques stat("[usr.Techniques]")//In the Techniques tab, output the humans Techniques usr.Learn_A_Random_Jutsu()//Call the thing
Well, make sure to read my comments, Explains...enough I think...If I did something wrong, please comment!
I'm not so sure if this works, anyways xD Don't be a troll and say "You suck, Just stop programming, you'll never get anywhere in your life", Please, I don't give a crap
Stat()//Stat()!
statpanel("Techniques")//Create a Statpanel named, Techniques
stat("[usr.Techniques]")//In the Techniques tab, output the humans Techniques
usr.Learn_A_Random_Jutsu()//Call the thing
in there can I put a a Symbol next to the jutsu like a GUI, this is really confusing for me >_<
I don't think you get what I meant tho. You played GOA before right? You know how when you start you get some shurikens etc, but they're like in a picture format in your inventory, I want something like that but with Techniques example: http://i32.tinypic.com/bi4f2v.png, but instead of toss, I want it to be use, and like it will use the technique.
obj/Techniques FireT//The Fire Technique tag = "Fire Technique"//So the System knows something about it icon = 'Techniques.dmi'//The Icon File icon_state = "Fire"//Make it this icon verb/Use()//When you press use :P set src in oview(1) //Do whatever return//
Documents/BYOND/Skins/masterdan/masterdan/narutogoa
At there you can tamper with goa skin to see how it works.
main left side child
default_left_pane left bottom child
stats_pane inventory_grid
HUD:
http://www.byond.com/ members/?command=reference&path={notes}%2FHUD#comment_1
CLICK:
http://www.byond.com/ members/?command=reference&path=atom%2Fproc%2FClick#comment_ 1
and the most important one, you might wanna check this out(a couple of times):
http://www.byond.com/developer/articles/start
:P