ID:263754
 
Code:
mob

var

AP // battling variables

maxap

HP

maxhp

Mr. Sea // short and sweet classes

icon = 'Mr. Sea.dmi'

maxap = 175

maxhp = 200

verb

Shark Power(mob/M as mob in oview(1)) //attack a mob within 1 tile of you

if(src.AP < 100)

src << "You need at least 100 Attack points to do Shark Power."

return

src.AP -= 100

var/damage = 60

var/power = 40

world << "[usr] Attack Enemys!"

world << "Enemy Lose [damage] HP!" //tell the damage to the world

world << "Enemy Lose [power] AP!" //tell the damage to the world

world << "You Lose 100 AP!" //

src << "You have[AP] AP!" //

M.HP -= damage

M.AP -= power

M.DeathCheck()

SeaWeedStrength (mob/M as mob in oview(2))

var/life = 100

var/power = 50

src.AP+= power

src.HP+= life

src << "You get[power] AP!" //

src << "You get[life] HP!" //tell the damage to the world

src << "You have[AP] AP!" //

src << "You have[HP] HP!" //

M.DeathCheck()

Mr. P

icon = 'Mr. P.dmi'

maxap = 175

maxhp = 200

Enemy

icon = 'Mega B.O..dmi'

proc

DeathCheck()

if (HP <= 0)

world << "[src] dies!"

del(src)

Login()

if(src.logged) // only do this if you have a char already in

world << "[src] logs in."

src << "LMT, created by PRF"

else // straightforward login

var/list/classlist = list("Mr. Sea","Mr. P")

var/cclass = input(src, "Pick a Player","Player") in classlist

switch(cclass)

if("Mr. Sea") src.newchar = new /mob/Mr._Sea ()

if("Mr. P") src.newchar = new /mob/Mr._P ()

newchar.name = src.key

newchar.logged = 1

src.client.mob = newchar

del(src)

Stat() // sweet and simple statpanel

if(src.logged)

stat(src)

stat("AP: ","[src.ap]/[src.maxap]")

stat("HP: ","[src.hp]/[src.maxhp]")

turf

grass //define a "grass" prototype, which is a kind of turf...

icon = 'map.dmi' //that has an icon named 'grass.dmi'. In single quotes!

regeneration_pad

icon_state = "regen"

Entered(atom/movable/A) // this is just for testing purposes

if(ismob(A))

var/mob/M = A

M << "You have been regenerated to full health!"

world //set one of our world's characteristics:

turf = /turf/grass //its default turf is the grass turf.



Problem description:
loading LMT.dme
LMT.dm:73:warning: /mob/Mr/verb.1/.call: value changed

LMT.dm:73:error: Mr: expected end of statement
LMT.dm:81:warning: /mob/Mr: value changed

LMT.dm:81:error: Enemy: expected end of statement

LMT.dmb - 13 errors, 2 warnings (double-click on an error to jump to it)


</100>
Mr. Sea //wrong
Mr_Sea //right

You can't use dots, if you need dot in name that badly then
Mr_Sea
name="Mr. Sea"
In response to Ripiz (#1)
Ripiz wrote:
> Mr. Sea //wrong
> Mr_Sea //right
>

You can't use dots, if you need dot in name that badly then
> Mr_Sea
> name="Mr. Sea"
>

Thank you, But it now say:
Code:
mob

var

AP // battling variables

maxap

HP

maxhp

Mr_Sea

name="Mr. Sea"

icon = 'Mr. Sea.dmi'

maxap = 175

maxhp = 200

verb

Shark Power(mob/M as mob in oview(1)) //attack a mob within 1 tile of you

if(src.AP < 100)

src << "You need at least 100 Attack points to do Shark Power."

return

src.AP -= 100

var/damage = 60

var/power = 40

world << "[usr] Attack Enemys!"

world << "Enemy Lose [damage] HP!" //tell the damage to the world

world << "Enemy Lose [power] AP!" //tell the damage to the world

world << "You Lose 100 AP!" //

src << "You have[AP] AP!" //

M.HP -= damage

M.AP -= power

M.DeathCheck()

SeaWeedStrength (mob/M as mob in oview(2))

var/life = 100

var/power = 50

src.AP+= power

src.HP+= life

src << "You get[power] AP!" //

src << "You get[life] HP!" //tell the damage to the world

src << "You have[AP] AP!" //

src << "You have[HP] HP!" //

M.DeathCheck()

Mr_P

name="Mr. P"

icon = 'Mr. P.dmi'

maxap = 175

maxhp = 200

Enemy

icon = 'Mega B.O..dmi'

proc

DeathCheck()

if (HP <= 0)

world << "[src] dies!"

del(src)

Login()

if(src.logged) // only do this if you have a char already in

world << "[src] logs in."

src << "LMT, created by PRF"

else // straightforward login

var/list/classlist = list("Mr. Sea","Mr. P")

var/cclass = input(src, "Pick a Player","Player") in classlist

switch(cclass)

if("Mr. Sea") src.newchar = new /mob/Mr._Sea ()

if("Mr. P") src.newchar = new /mob/Mr._P ()

newchar.name = src.key

newchar.logged = 1

src.client.mob = newchar

del(src)

Stat() // sweet and simple statpanel

if(src.logged)

stat(src)

stat("AP: ","[src.ap]/[src.maxap]")

stat("HP: ","[src.hp]/[src.maxhp]")

turf

grass //define a "grass" prototype, which is a kind of turf...

icon = 'map.dmi' //that has an icon named 'grass.dmi'. In single quotes!

regeneration_pad

icon_state = "regen"

Entered(atom/movable/A) // this is just for testing purposes

if(ismob(A))

var/mob/M = A

M << "You have been regenerated to full health!"

world //set one of our world's characteristics:

turf = /turf/grass //its default turf is the grass turf.



Problem description:
LMT.dm:15:error:name:undefined var
LMT.dm:17:error:icon:undefined var
LMT.dm:19:error:maxap:undefined var
LMT.dm:21:error:maxhp:undefined var
LMT.dm:25:error:Shark :invalid proc definition
LMT.dm:27:error::invalid proc definition
LMT.dm:69:error:AP:undefined var
LMT.dm:71:error:HP:undefined var
LMT.dm:73:error:M.DeathCheck:undefined proc
LMT.dm:77:error:name:undefined var
LMT.dm:79:error:icon:undefined var
LMT.dm:81:error:maxap:undefined var
LMT.dm:83:error:maxhp:undefined var
LMT.dm:79:error::empty type name (indentation error?)
LMT.dm:87:error:icon:undefined var
LMT.dm:93:error:HP:undefined var
LMT.dm:115:error:/mob/Mr._Sea:undefined type path
LMT.dm:117:error:/mob/Mr._P:undefined type path
LMT.dm:119:error:newchar.name:undefined var
LMT.dm:121:error:newchar.logged:undefined var
LMT.dm:123:error:newchar:undefined var
LMT.dm:61:error:src.AP:undefined var
LMT.dm:63:error:src.HP:undefined var
LMT.dm:17:error::empty type name (indentation error?)
LMT.dm:101:error:src.logged:undefined var
LMT.dm:115:error:src.newchar:undefined var
LMT.dm:117:error:src.newchar:undefined var
LMT.dm:119:error:src.key:undefined var
LMT.dm:123:error:src.client.mob:undefined var
LMT.dm:99:error:Login :undefined proc
LMT.dm:129:error:src.logged:undefined var
LMT.dm:133:error:src.ap:undefined var
LMT.dm:133:error:src.maxap:undefined var
LMT.dm:135:error:src.hp:undefined var
LMT.dm:135:error:src.maxhp:undefined var
LMT.dm:127:error:Stat :undefined proc

LMT.dmb - 36 errors, 0 warnings (double-click on an error to jump to it)
In response to Prf X (#2)
Mr_Sea
name="Mr. Sea"

This was just an example, it should go under mob:
mob
Mr_Sea
name="Mr. Sea"


Mr_P Should go under mob too, I was too lazy to type mob
In response to Ripiz (#3)
When showing the code, put <d m> at the front, and </d m> at the end of the code.

Please not that you don't have the space inbetween the D and the M

Example:

<d m>
mob
verb
say(messahe as text)
view(usr) << "[usr] says: [message]"
</d m>


without the spaces it would be:

mob
verb
say(messahe as text)
view(usr) << "[usr] says: [message]"

See how that works?