mob
Login()
var/savefile/F = client.Import()
if(F) Read(F)
..()
proc/SavePlayer()
var/savefile/F = new()
Write(F)
client.Export(F)
sample_report()
verb
Save()
src.client.base_SaveMob()
src << "\red Saved"
proc
sample_report()
src << "\red follow the Rules!!"
src << "\red Remember to Save your Information before logging out"
src << "\red [gender][type]"
mob
Write(savefile/F)
..()
F["last_x"] << x
F["last_y"] << y
F["last_z"] << z
F["name"] << name
F["icon"] << icon
Read(savefile/F)
..()
var/last_x
var/last_y
var/last_z
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z
F["name"] >> name
F["icon"] >> icon
loc = locate(last_x, last_y, last_z)
is this right? like would it save every detail from the player and load the same information as before the player was playing?
</<></<></<></<></< >
ID:142565
Apr 21 2008, 10:58 am
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Apr 21 2008, 11:05 am
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first off make the code inside the dm tags
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In response to RanEsu
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lol ok, but is it correct?
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Remove
..() from mob/login, cause i dont get it why would you like to recall it. |
In response to Hardik
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Why are you randomly telling people to do this? Without ..() here, players would never be placed on the map if they didn't already have a savefile, as the default action of Login() (which is what you're performing when you call ..() ) is to place the mob on the map if it doesn't already have a map location.
Don't provide advice if you don't know what you're talking about. |
In response to Garthor
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=\ oh ok sorry.
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In response to XskyflakezX
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no, its just easyer for coders to read code if its cod enot jumbled mess of all black words >_>
LOL sry for any confusion -RanEsu |