RPG Module.

Started by Icey, Mon 30/05/2011 18:17:55

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Icey

Hey khris I thought it would be easier to make it public and as question from here.

Ok so for those of you that don't know. I am trying to make a new RPG system. A more simple one that is universal for ether other room or other games as well.

Here is what I have so far.
S3_RPG.ash
Code:
Code: ags

// RPH module header
enum RPG_timing { //RPG_timing wont high light blue?
  eWait,
  eActive,
  
};

#define DEFAULT_ATB eWait 
#define DEFAULT_ATB eWait 

import int  MovePlayerTo(Character* characterRef, float seconds, short toX, short toY, RPG_timing timing=DEFAULT_ATB);
import int MoveEnemyTo(Object* objectRef, float seconds, short toX, short toY, RPG_timing timing=DEFAULT_ATB);

Error: Failed to save room room1.crm; details below
S3_RPG.ash(9): Macro 'DEFAULT_ATB' is already defined

S3_RPG.asc
Code:
Code: ags

// RPG module script

function repeatedly_execute() {
  
     My_hp.Text = String.Format("%d/1000", playerHP);//pair health
   Label12.Text = String.Format("HP:%d", playerHP);//pair health
   EnemyHP.Text = String.Format("HP: %d/1000", EnemyST);//Enemy health
}

function repeatedly_execute_always() {
  
 Label12.Text = String.Format("HP:%d", playerHP);//pair health
  
}

int MoveEnemyTo(this Object*, float seconds, short toX, short toY, RPG_timing) {
  return MoveTargetTo(this, seconds, toX, toY, timing);
}

int MovePlayerTo(this Character*, float seconds, short toX, short toY, RPG_timing) {
  return MoveCharacterTo(this, seconds, toX, toY, timing);
}

How does it look so far?

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