ID:2279203
 
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insanely enough mathematics
ENTIRE ESSAYS ON CURVATURE

mob
var/health, mana, stamina, max_health, max_stamina, max_mana
var/speed_delay, crawling, sprinting
var/sliding, frozen_movement, climbing
var/weight, weight_capacity
var/money
var/list/stats = list("strength", "level", "defence")
/*I would love to put bones, muscles and everything in a later project I'm currently working on.*/
var/list/equipments =
list("head"=list("hair","forehead","ears","eyes","nose","mouth","jaw"),
"neck", "torso"=list("shoulders"=list("l_shoulder","r_shoulder"),"breast","stomach","pelvis"),

"legs"=list("thigh","knee","calf","ankle"),

"feet"=list("feet_l"=list("big_toe", "pointer_toe", "third_toe","ring_toe","small_toe"), "feet_r"=list("big_toe", "pointer_toe", "third_toe","ring_toe","small_toe"),

"hands"=list("hand_l"=list("palm","thumb", "index", "middle","ring","pinkie"), "hand_r"=list("palm","thumb", "index", "middle","ring","pinkie"),

"arms"=list("l_arm"=list("upper_arm","elbow","forearm","wrist"),"r_arm"=list("upper_arm","elbow","forearm","wrist")
var/list/inventory = list()
Move()
/*if player stamina is zero halt
if player is stuck halt else .. ()*/

if(frozen_movement)
return
else if(!stamina) return
sleep(speed_delay)
..()

Freeze_movement()
frozen_movement=1

Crawl()
speed_delay=20
crawling=1
//change the players iconstate maybe
Walk()
crawling=0
speed_delay=20
//if the player is stuck return zero
//if the player walks twice begin running
Run()
speed_delay=15
//ensure the player is walking before they run
//if the player runs twice to begin sprinting

Sprint()
speed_delay=12.5
sprinting=1
while(sprinting)
if(sprinting&&crawling)
Slide() ..()
while(sliding)
for(i=0,i<=speed_delay,i++)
speed_delay-=i
if(speed_delay<=0)
crawl()
sleep(speed_delay)
return
if(crawling) return
else walk()

//ensure the player is running before they enter a sprint
//if the player sprints twice to begin sliding
Jump
Slide()
crawling=1
//if statement to make sure the player is sprinting before they slide
//system to reduce movement speed gradually
//function to stop and ultimately get back up

Climb

Eat
//check foodtype, foodlevel
//Heal(x)
Take_damage
//minus health, mana or stamina
//check if dead
Die
//drop contents
//restart
Heal
//add health, mana or stamina

Hit
//inflict damage to player
Fall
//fall height and calculate damage_taken based on weight
//check if dead
Freerun

Block //dodge
//reduce damage_taken by defence, armor and skill level
//damage_resistence(damage_taken-x)
Build
//display build requirements
//check equipments and available resources
//check build permission
//build



Examine
//display description and other information

Interact
//check inherent requirements
//call functions of the object

Equip
Unequip

Get
//check item location and player weight are true
//move item to the player
Drop
//check turf for anomoly
//move object from player to ground
Throw
//calculate throw distance factor in strength and weight of the item
//call throw procedures

//the eq repair system means interacting

tools
swords
armor

anvil

trees

water
Sword fights (crazy sword fights)
Could we.
var/slash, stab
var/random_swing
sword_slash()
sword_stab()
sword_swing()
sword_collide()
if(atom in view(1))
if(atom istype(turf))
if(density)
if(istype(/turf/metallic)
cling()

cling()
swish()