ID:145890
 
Hi,I am having a problem with my game when i host my game i dont see my character its like if is invisable heres the character creation code i am using

mob
var
start = 0
planet = ""
planet2 = ""
race = ""
hair = "bald"
blood = 0
currency = 0
mcurrency = 500
banked = 0
bank = "None"
mbanked = 0
exp = 0
mexp = 500
typ = "Char"
flying = 0
pod = 0
dojo = 0
bed = 1
meditating = 0
attacking = 0
mute = 0
dead = 0
nozenni = 0
rank = "Player"
skills = list()
items = list()
move = 0
firing = 0
dragonballs = 0
defence = 0
mdefence = 0
strength = 0
mstrength = 0
energy = 100
menergy = 100
powerlevel = 0
mpowerlevel = 0
weight = 0
maxweight = 7
training = 0
NPC = 0
dragon = 0




//Training vars
train = 0
rest = 0
tweight = 1

//skill vars
learnsense = 0
learnbuk = 0
learnkiblast = 0
learnkibeam = 0

//Gym's
//red dragon
reddragon = 0
reddragonm = 0
gym = ""
//lower class saiyans
lowerclass = 0
lowerclassm = 0



Stat()
statpanel("[usr.key]")
stat("")
stat("Race:",src.race)
stat("Genetic Purity:",src.blood)
stat("Home Planet:",src.planet)
stat("Current Planet:",src.planet2)
stat("")
stat("Power:","[src.powerlevel]/[src.mpowerlevel]")
stat("Energy:","[src.energy]/[src.menergy]")
stat("Strength:","[src.strength]/[src.mstrength]")
stat("Defence:","[src.defence]/[src.mdefence]")
stat("Experience:","[src.exp]/[src.mexp]")
stat("")
stat("Gym:","[src.gym]")
stat("Zenni:","[src.currency]/[src.mcurrency]")
stat("Banked:","[src.banked]/[src.mbanked]")
stat("Bank Account:",src.bank)
stat("X:",src.x)
stat("Y:",src.y)
statpanel("Skills",src.skills)
statpanel("Items",src.items)
statpanel("DragonBalls",src.contents)
statpanel("Players")
for(var/mob/M in world)
if(M.typ == "Char")
if(M.client)
stat("[M]","[M.rank]")
stat("Race","[M.race]")
stat("Home Planet","[M.planet]")
stat("Current Planet:","[M.planet2]")
stat("--------------")



obj
start
icon = 'start.png'
Click()
if(usr.start == 0)
usr << "Welcome to Character Creation."
sleep(15)
usr << "Selecting Planet."
var/ran = rand(0,2)
if(ran <= 1)
usr << "Planet Vegeta Selected."
usr.skills += new /obj/Train
usr.skills += new /obj/Rest
usr.overlays += /obj/tail
usr.planet = "Vegeta"
usr.planet2 = "Vegeta"
usr.race = "Saiyan"
sleep(15)
usr << "Selecting Skin."
var/ran2 = rand(1,3)
if(ran2 == 1)
usr << "White Skin Selected."
usr.icon = 'Base - White.dmi'
usr << "Processing Stats."
sleep(25)
var/ran3 = rand(1,6)
if(ran3 == 1)
usr << "Stats Processed."
usr.overlays += 'gohan black.dmi'
usr.hair = "gohan black"
usr.strength = 3
usr.mstrength = 3
usr.blood = 50
usr.powerlevel = 12
usr.mpowerlevel = 12
usr.loc = locate(646,740,1)
usr.start = 1
usr.defence = 4
usr.mdefence = 4
if(ran3 == 2)
usr << "Stats Processed."
usr.overlays += 'gokuu black.dmi'
usr.hair = "gokuu black"
usr.powerlevel = 1
usr.mpowerlevel = 1
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 80
usr.strength = 10
usr.mstrength = 10
usr.defence = 6
usr.mdefence = 6
if(ran3 == 3)
usr << "Stats Processed."
usr.overlays += 'gokuu brown.dmi'
usr.hair = "gokuu brown"
usr.powerlevel = 120
usr.mpowerlevel = 120
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 30
usr.strength = 6
usr.mstrength = 6
usr.defence = 2
usr.mdefence = 2
if(ran3 == 4)
usr << "Stats Processed."
usr.overlays += 'gohan brown.dmi'
usr.hair = "gohan brown"
usr.powerlevel = 342
usr.mpowerlevel = 342
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 70
usr.strength = 4
usr.mstrength = 4
usr.defence = 1
usr.mdefence = 1
if(ran3 == 5)
usr << "Stats Processed."
usr.overlays += 'vegeta black.dmi'
usr.hair = "vegeta black"
usr.powerlevel = 540
usr.mpowerlevel = 540
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 5
usr.strength = 9
usr.mstrength = 9
usr.defence = 3
usr.mdefence = 3
if(ran3 == 6)
usr << "Stats Processed."
usr.overlays += 'vegeta brown.dmi'
usr.hair = "vegeta brown"
usr.powerlevel = 900
usr.mpowerlevel = 900
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 30
usr.strength = 4
usr.mstrength = 4
usr.defence = 4
usr.mdefence = 4
if(ran2 == 2)
usr << "Tanned Skin Selected."
usr.icon = 'Base - Tan.dmi'
usr << "Processing Stats."
sleep(25)
var/ran4 = rand(1,6)
if(ran4 == 1)
usr << "Stats Processed."
usr.overlays += 'vegeta black.dmi'
usr.hair = "vegeta black"
usr.blood = 5
usr.powerlevel = 12
usr.mpowerlevel = 12
usr.loc = locate(646,740,1)
usr.start = 1
usr.defence = 5
usr.mdefence = 5
usr.strength = 5
usr.mstrength = 5
if(ran4 == 2)
usr << "Stats Processed."
usr.overlays += 'gohan black.dmi'
usr.hair = "gohan black"
usr.blood = 80
usr.powerlevel = 1
usr.mpowerlevel = 1
usr.loc = locate(646,740,1)
usr.start = 1
usr.strength = 10
usr.mstrength = 10
usr.defence = 6
usr.mdefence = 6
if(ran4 == 3)
usr << "Stats Processed."
usr.overlays += 'gohan brown.dmi'
usr.hair = "gohan brown"
usr.powerlevel = 120
usr.mpowerlevel = 120
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 50
usr.strength = 8
usr.mstrength = 8
usr.defence = 3
usr.mdefence = 3
if(ran4 == 4)
usr << "Stats Processed."
usr.overlays += 'gokuu brown.dmi'
usr.hair = "gokuu brown"
usr.powerlevel = 342
usr.mpowerlevel = 342
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 70
usr.strength = 7
usr.mstrength = 7
usr.defence = 2
usr.mdefence = 2
if(ran4 == 5)
usr << "Stats Processed."
usr.overlays += 'vegeta black.dmi'
usr.hair = "vegeta black"
usr.powerlevel = 540
usr.mpowerlevel = 540
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 30
usr.strength = 1
usr.mstrength = 1
usr.defence = 5
usr.mdefence = 5
if(ran4 == 6)
usr << "Stats Processed."
usr.overlays += 'gokuu black.dmi'
usr.hair = "gokuu black"
usr.powerlevel = 1900
usr.mpowerlevel = 1900
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 30
usr.strength = 9
usr.mstrength = 9
usr.defence = 1
usr.mdefence = 1
if(ran2 == 3)
usr << "Black Skin Selected."
usr.icon = 'Base - Black.dmi'
usr << "Processing Stats."
sleep(25)
var/ran5 = rand(1,6)
if(ran5 == 1)
usr << "Stats Processed."
usr.overlays += 'gokuu black.dmi'
usr.hair = "gokuu black"
usr.powerlevel = 12
usr.mpowerlevel = 12
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 30
usr.strength = 2
usr.mstrength = 2
usr.defence = 1
usr.mdefence = 1
if(ran5 == 2)
usr << "Stats Processed."
usr.overlays += 'gokuu black.dmi'
usr.hair = "gokuu black"
usr.powerlevel = 1
usr.mpowerlevel = 1
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 80
usr.strength = 10
usr.mstrength = 10
usr.defence = 6
usr.mdefence = 6
if(ran5 == 3)
usr << "Stats Processed."
usr.overlays += 'gohan brown.dmi'
usr.hair = "gohan brown"
usr.powerlevel = 120
usr.mpowerlevel = 120
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 50
usr.strength = 7
usr.mstrength = 7
usr.defence = 5
usr.mdefence = 5
if(ran5 == 4)
usr << "Stats Processed."
usr.overlays += 'vegeta black.dmi'
usr.hair = "vegeta black"
usr.powerlevel = 342
usr.mpowerlevel = 342
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 50
usr.strength = 9
usr.mstrength = 9
usr.defence = 2
usr.mdefence = 2
if(ran5 == 5)
usr << "Stats Processed."
usr.overlays += 'gohan black.dmi'
usr.hair = "gohan black"
usr.powerlevel = 540
usr.mpowerlevel = 540
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 70
usr.strength = 4
usr.mstrength = 4
usr.defence = 3
usr.mdefence = 3
if(ran5 == 6)
usr << "Stats Processed."
usr.overlays += 'vegeta brown.dmi'
usr.hair = "vegeta brown"
usr.powerlevel = 1900
usr.mpowerlevel = 1900
usr.loc = locate(646,740,1)
usr.start = 1
usr.blood = 5
usr.strength = 5
usr.mstrength = 5
usr.defence = 1
usr.mdefence = 1
else
usr << "Planet Earth Selected."
usr.planet = "Earth"
usr.planet2 = "Earth"
usr.race = "Earthling"
usr.skills += new /obj/Train
usr.skills += new /obj/Rest
sleep(15)
usr << "Selecting Skin."
var/ran2 = rand(1,3)
if(ran2 == 1)
usr << "White Skin Selected."
usr.icon = 'Base - White.dmi'
usr << "Processing Stats."
sleep(25)
var/ran6 = rand(1,6)
if(ran6 == 1)
usr << "Stats Processed."
usr.overlays += 'black spike.dmi'
usr.hair = "black spike"
usr.powerlevel = 12
usr.mpowerlevel = 12
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 5
usr.strength = 2
usr.mstrength = 2
usr.defence = 7
usr.mdefence = 7
if(ran6 == 2)
usr << "Stats Processed."
usr.overlays += 'grey long.dmi'
usr.hair = "grey long"
usr.powerlevel = 1
usr.mpowerlevel = 1
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 80
usr.strength = 6
usr.mstrength = 6
usr.defence = 10
usr.mdefence = 10
if(ran6 == 3)
usr << "Stats Processed."
usr.overlays += 'blonde short.dmi'
usr.hair = "blonde short"
usr.powerlevel = 120
usr.mpowerlevel = 120
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 50
usr.strength = 5
usr.mstrength = 5
usr.defence = 5
usr.mdefence = 5
if(ran6 == 4)
usr << "Stats Processed."
usr.overlays += 'black long.dmi'
usr.hair = "black long"
usr.powerlevel = 342
usr.mpowerlevel = 342
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 30
usr.strength = 3
usr.mstrength = 3
usr.defence = 7
usr.mdefence = 7
if(ran6 == 5)
usr << "Stats Processed."
usr.overlays += 'black short.dmi'
usr.hair = "black short"
usr.powerlevel = 540
usr.mpowerlevel = 540
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 5
usr.strength = 2
usr.mstrength = 2
usr.defence = 8
usr.mdefence = 8
if(ran6 == 6)
usr << "Stats Processed."
usr.overlays += 'brown long.dmi'
usr.hair = "brown long"
usr.powerlevel = 1300
usr.mpowerlevel = 1300
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 70
usr.strength = 4
usr.mstrength = 4
usr.defence = 4
usr.mdefence = 4
if(ran2 == 2)
usr << "Tanned Skin Selected."
usr.icon = 'Base - Tan.dmi'
usr << "Processing Stats."
sleep(25)
var/ran7 = rand(1,6)
if(ran7 == 1)
usr << "Stats Processed."
usr.overlays += 'brown short.dmi'
usr.hair = "brown short"
usr.powerlevel = 12
usr.mpowerlevel = 12
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 70
usr.strength = 1
usr.mstrength = 1
usr.defence = 6
usr.mdefence = 6
if(ran7 == 2)
usr << "Stats Processed."
usr.overlays += 'brown spike.dmi'
usr.hair = "brown spike"
usr.powerlevel = 1
usr.mpowerlevel = 1
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 80
usr.strength = 6
usr.mstrength = 6
usr.defence = 3
usr.mdefence = 3

if(ran7 == 3)
usr << "Stats Processed."
usr.overlays += 'grey spike.dmi'
usr.hair = "grey spike"
usr.powerlevel = 120
usr.mpowerlevel = 120
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 50
usr.strength = 4
usr.mstrength = 4
usr.defence = 9
usr.mdefence = 9
if(ran7 == 4)
usr << "Stats Processed."
usr.overlays += 'grey long.dmi'
usr.hair = "grey long"
usr.powerlevel = 342
usr.mpowerlevel = 342
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 50
usr.strength = 2
usr.mstrength = 2
usr.defence = 7
usr.mdefence = 7
if(ran7 == 5)
usr << "Stats Processed."
usr.overlays += 'grey short.dmi'
usr.hair = "grey short"
usr.powerlevel = 540
usr.mpowerlevel = 540
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 30
usr.strength = 5
usr.mstrength = 5
usr.defence = 3
usr.mdefence = 3
if(ran7 == 6)
usr << "Stats Processed."
usr.overlays += 'blonde long.dmi'
usr.hair = "blonde long"
usr.powerlevel = 1300
usr.mpowerlevel = 1300
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 5
usr.strength = 1
usr.mstrength = 1
usr.defence = 2
usr.mdefence = 2
if(ran2 == 3)
usr << "Black Skin Selected."
usr.icon = 'Base - Black.dmi'
usr << "Processing Stats."
sleep(25)
var/ran8 = rand(1,6)
if(ran8 == 1)
usr << "Stats Processed."
usr.overlays += 'blonde short.dmi'
usr.hair = "blonde short"
usr.powerlevel = 12
usr.mpowerlevel = 12
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 30
usr.strength = 3
usr.mstrength = 3
usr.defence = 1
usr.mdefence = 1
if(ran8 == 2)
usr << "Stats Processed."
usr.overlays += 'blonde spike.dmi'
usr.hair = "blonde spike"
usr.powerlevel = 1
usr.mpowerlevel = 1
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 80
usr.strength = 6
usr.mstrength = 6
usr.defence = 10
usr.mdefence = 10
if(ran8 == 3)
usr << "Stats Processed."
usr.overlays += 'grey spike.dmi'
usr.hair = "grey spike"
usr.powerlevel = 120
usr.mpowerlevel = 120
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 50
usr.strength = 3
usr.mstrength = 3
usr.defence = 9
usr.mdefence = 9
if(ran8 == 4)
usr << "Stats Processed."
usr.overlays += 'black spike.dmi'
usr.hair = "black spike"
usr.powerlevel = 342
usr.mpowerlevel = 342
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 70
usr.strength = 1
usr.mstrength = 1
usr.defence = 9
usr.mdefence = 9
if(ran8 == 5)
usr << "Stats Processed."
usr.hair = "bald"
usr.powerlevel = 540
usr.mpowerlevel = 540
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 5
usr.strength = 1
usr.mstrength = 1
usr.defence = 3
usr.mdefence = 3
if(ran8 == 6)
usr << "Stats Processed."
usr.hair = "bald"
usr.powerlevel = 1300
usr.mpowerlevel = 1300
usr.loc = locate(107,174,1)
usr.start = 1
usr.blood = 80
usr.strength = 4
usr.mstrength = 4
usr.defence = 1
usr.mdefence = 1

mob/Move()
if(usr.move == 0) // can move
..()
else
return

mob/Move()
if(usr.training == 0) // can move
..()
else
return

mob/Move()
if(usr.dragon == 0) // can move
..()
else
return


How can i fix that?
Well, I skipped the big chain of if()s(I do have a life, after all), but the part I did read I didn't like.

1) In the Stat() proc, you have a for() loop through every mob. That can/will cause some lag in your game...

2) Your first if() after Click() says if(var == 0)...Now I'm assuming that the 2 values for the var are 1 and 0, so it should say if(!var).

3) Skipping the chain of if()s after that, I get to the Move() procs. You should only define one of each proc for each class- mob/Move() shouldn't have 3 definitions!

4) Things like if(var == 0) should be shortened to if(!var)

...I'll leave the if() chain for someone a little more generous with their time.

Hiead
In response to Hiead
i also have a life ,LoL but in the if() you've got
if(ran2 == 1)

basiclly your really wasting your own time in that this is a shorter wat
if(ran2)//you dont need to write ==1  as this is the same

also i noticed a few ==0
if(!src.abc)//once again saving time by using ! not ==0 and null would be better then 0 also


and back to the first post i didnt see what your problem was you never decribed it will i will look over but can you post what the error is and the line .

thanks


~JRR-Zero~
You never assigned a new mob, with an icon, to the usr.

mob
character
icon='mob.dmi'
obj
hair
icon='hair.dmi'
Start
icon='start.dmi'
Click()
var/mob/character/newmob=new()//Makes a new mob
newmob.overlays+=new/obj/hair//Adds hair
usr.client.mob=newmob//Makes the new mob your mob
del(usr)//Deletes the old one


Somthing like that should work, I didn't test it at all but it should :).
A - No rip code. Ungh.
B - No put usr in proc. Ungh. Especially no put usr in movement proc. Double-ungh.
In response to Jp
Jp wrote:
A - No rip code. Ungh.
B - No put usr in proc. Ungh. Especially no put usr in movement proc. Double-ungh.

What do u mean no rip Code wat does that mean?
In response to Govegtos
That means don't steal code from other places. We've see nyou around before, Govegetos, and the way that code is structure suggests to me that you've ripped it.
In response to Jp
no why would it be maybe im not the govegtos u once knew

and now ive tried this coding ive used for the start of v5 which is

#include <deadron/characterhandling>
client/base_num_characters_allowed = 10
mob/BaseCamp/ChoosingCharacter
ChooseCharacterMenu(list/menu)
var/menu_rows = ""
for (var/item in menu)
menu_rows += {"<tr><td align="center"><a href="?menu=choosing_character;choice=[item];src=\ref[src]">\[[item]]</a></td></tr>"}
var/page = {"
<body bgcolor=#FF9900 scroll=no>
<center>
<h2><font color="blue">Welcome to Dragonball Outcast</font></h2>
<b><i>Choose a character</i></b><br><br>
<table border=1 cellpadding=3>
[menu_rows]
</table>
</center>
"}

src << browse(page, "window=CharacterMenu;titlebar=0;can_close=0;can_minimize=0;size=600x500")
DeleteCharacterMenu(list/menu)
var/menu_rows = ""
for (var/item in menu)
menu_rows += {"<tr><td align="center"><a href="?menu=deleting_character;choice=[item];src=\ref[src]">\[[item]]</a></td></tr>"}
var/page = {"
<body bgcolor=#FF9900 scroll=no>
<center>
<h2><font color="blue">Deleting character!</font></h2>
<b><i>Choose who to rub out</i></b><br><br>
<table border=1 cellpadding=3>
[menu_rows]
</table>
</center>
"}

src << browse(page, "window=CharacterMenu;titlebar=0;can_close=0;can_minimize=0;size=600x400")
Topic(href, href_list[])
var/menu = href_list["menu"]
switch(menu)
if ("choosing_character")
src << browse(null, "window=CharacterMenu")
var/choice = href_list["choice"]
ChooseCharacterResult(choice)
return
if ("deleting_character")
src << browse(null, "window=CharacterMenu")
var/choice = href_list["choice"]
DeleteCharacterResult(choice)
return
return ..()
world/mob = /mob/creating_character
mob/creating_character
base_save_allowed = 0
var
Form/NewCharacter/char_form = new()
error_text = ""
Login()
src.loc=locate(8,8,1)
spawn()
src.char_form.DisplayForm()
RemoveVerbs()
return
Logout()
del(src)
world << "<font color=red><center>[usr] ([race]) has left the world"

Stat()
return
proc/RemoveVerbs()
for (var/item in verbs)
verbs -= item
return
Form/NewCharacter
form_window = "window=NewCharacter;titlebar=0;can_close=0;can_minimize=0;size=600x800"
var
name
race
race_1 = "Human"
race_2 = "Saiyan"
race_3 = "Half-Saiyan"
race_4 = "NamemEnergyan"
race_5 = "Babidi"
race_6 = "Cell"
hair
hair_1 = "Bald"
hair_2 = "Spikey"
hair_3 = "Gohan"
hair_4 = "Trunks"
hair_5 = "Vegetas"
alignment
alignment_1 = "Good"
alignment_2 = "Rogue"
alignment_3 = "Evil"
Initialize()
if (!name) name = usr.key
if (!race) race = "Human"
if (!hair) hair = "Bald"
if (!alignment) alignment = "Good"
usr << browse_rsc('krillin.bmp',"krillin.bmp")
usr << browse_rsc('human.bmp',"human.bmp")
usr << browse_rsc('namek.bmp',"namek.bmp")
usr << browse_rsc('spikeyhair.bmp',"spikeyhair.bmp")
usr << browse_rsc('gohanhair.bmp',"gohanhair.bmp")
usr << browse_rsc('trunkshair.bmp',"trunkshair.bmp")
usr << browse_rsc('vegetashair.bmp',"vegetashair.bmp")
HtmlLayout()
var/mob/creating_character/mpowerlevelayer = usr
var/page = {"<body bgcolor=#FF9900>
<center><img src="krillin.bmp"></center>
<font color=red><b>
[mpowerlevelayer.error_text]</b></font><br>
<table>
<tr><td><b>Name:</b></td><td>
[name]</td></tr>
<tr><td>&nbsp;</td><td>&nbsp</td></tr>
<tr><td><b>Race:</b></td>
<td>
[race_1] <img src="human.bmp"> Human<br>
[race_2] <img src="human.bmp"> Saiyan<br>
[race_3] <img src="human.bmp"> Half-Saiyan<br>
[race_4] <img src="namek.bmp"> NamemEnergyan
[race_5] <img src="Babidi.bmp"> Babidi
[race_6] <img src="cell.bmp"> Cell
</td>
<tr><td><b>Hair:</b></td>
<td>
[hair_1] <img src="human.bmp"> Bald<br>
[hair_2] <img src="spikeyhair.bmp"> Spikey<br>
[hair_3] <img src="gohanhair.bmp"> Gohan<br>
[hair_4] <img src="trunkshair.bmp"> Trunks<br>
[hair_5] <img src="vegetashair.bmp"> Vegetas
</td>
<tr><td><b>Alignment:</b></td>
<td>
[alignment_1] Good<br>
[alignment_2] Rogue<br>
[alignment_3] Evil
</td>
<tr><td>&nbsp;</td><td>&nbsp</td></tr>
<tr><td>&nbsp;</td><td>&nbsp</td></tr>
<tr><td>&nbsp;</td><td>
[submit]</td></tr>
</table>
"}

return page
ProcessForm()
var/mob/creating_character/mpowerlevelayer = usr
var/ckey_name = ckey(name)
if (!ckey_name || ckey_name == "")
mpowerlevelayer.error_text = "Your name must have alpha-numeric characters in it!"
return
var/mob/new_mob
switch(race)
if ("Human")
new_mob = new /mob/characters/male()
new_mob.Powerlevel = 5
new_mob.mpowerlevel = 5
new_mob.mEnergy = 5
new_mob.Energy = 5
new_mob.stamina = 100
new_mob.race = "Human"
new_mob.form = "Human (Normal Form)"
new_mob.sensei = "(No one)"
new_mob.trainingquest = "(none)"
new_mob.personalquest = "(none)"
new_mob.dexterity = rand(1,100)
if ("Saiyan")
new_mob = new /mob/characters/male()
new_mob.Powerlevel = 5
new_mob.mpowerlevel = 5
new_mob.mEnergy = 5
new_mob.Energy = 5
new_mob.stamina = 100
new_mob.race = "Saiyan"
new_mob.form = "Saiyan (Normal Form)"
new_mob.sensei = "(No one)"
new_mob.trainingquest = "(none)"
new_mob.personalquest = "(none)"
new_mob.overlays += /obj/tails/saiyantail
new_mob.dexterity = rand(1,100)
if ("Half-Saiyan")
new_mob = new /mob/characters/male()
new_mob.Powerlevel = 5
new_mob.mpowerlevel = 5
new_mob.mEnergy = 5
new_mob.Energy = 5
new_mob.stamina = 100
new_mob.race = "Half-Saiyan"
new_mob.form = "Half-Saiyan (Normal Form)"
new_mob.sensei = "(No one)"
new_mob.trainingquest = "(none)"
new_mob.personalquest = "(none)"
new_mob.random = rand(1,2)
if(new_mob.random == 2)
new_mob.overlays += /obj/tails/saiyantail
new_mob.dexterity = rand(1,100)
if ("NamemEnergyan")
new_mob = new /mob/characters/namek()
new_mob.Powerlevel = 5
new_mob.mpowerlevel = 5
new_mob.mEnergy = 5
new_mob.Energy = 5
new_mob.stamina = 100
new_mob.race = "NamemEnergyan"
new_mob.form = "NamemEnergyan (Normal Form)"
new_mob.sensei = "(No one)"
new_mob.trainingquest = "(none)"
new_mob.personalquest = "(none)"
new_mob.dexterity = rand(1,100)
if ("Cell")
new_mob = new /mob/characters/male()
new_mob.Powerlevel = 5
new_mob.mpowerlevel = 5
new_mob.mEnergy = 5
new_mob.Energy = 5
new_mob.stamina = 100
new_mob.race = "Android"
new_mob.form = "Android (Normal Form)"
new_mob.sensei = "(No one)"
new_mob.trainingquest = "(none)"
new_mob.personalquest = "(none)"
new_mob.dexterity = rand(1,100)
new_mob.name = name
if(new_mob.race=="Human"||new_mob.race=="Saiyan"||new_mob.race=="Half-Saiyan")
switch(hair)
if ("Bald")
new_mob.hair = "Bald"
if ("Spikey")
new_mob.hair = "Spikey"
new_mob.overlays += /obj/hair/spikey
if ("Gohan")
new_mob.hair = "Gohan"
new_mob.overlays += /obj/hair/gohan
if ("Trunks")
new_mob.hair = "Trunks"
new_mob.overlays += /obj/hair/trunks
if("Vegetas")
new_mob.hair = "Vegeta"
new_mob.overlays += /obj/hair/vegeta

else
new_mob.hair = "Bald"
switch(alignment)
if("Good")
new_mob.alignment = "Good"
new_mob.anumber = 20
if("Rogue")
new_mob.alignment = "Rogue"
new_mob.anumber = 0
if("Evil")
new_mob.alignment = "Evil"
new_mob.anumber = -20
usr.client.mob = new_mob
new_mob << browse(null, "window=NewCharacter")
return

mob/characters
male
icon='saiyan.dmi'
namek
icon='namek.dmi'
saiyan
icon='saiyan.dmi'
HalfSaiyan
icon='Cell.dmi'


There is no Error but i still cant see myself How do i fix that?
In response to Govegtos
You're still abusing usr.
In response to Jp
wat should i use instead?
In response to Govegtos
Figure it out yourself. Reading the BYOND guide: http://www.byond.com/docs/guide/ might give you some hints.
In response to JRR-Zero
There was no problem, he just didnt know what an icon was. But i agree with jp, dont rip code. All you needed to do was a very simple thing, give the mob an icon.
In response to Daman3456
What i am saying is it has a mob which is mob/character etc..
In response to Govegtos
Problems:

Usr abuse (as pointed out by JP)
You put return in Login() which isn't needed.
You didn't call the parent proc in Login().
You didn't call the parent proc in Logout().
You deleted the person in Logout() and attempted to tell the world their name and race var.
world << "<font color=red><center>[usr] ([race]) has left the world"
^-- You didn't close your tags.
For hair types and race types, you should make a list or simply one var. Having their race dependant on a text string is bad in itself seeing as it can be edited, so I suggest doing something else or making it a <font color="blue">const</font> var.
That chain of if()s is pointless. You could, as one solution, take out the parts that all races would get and add them as aligned with the if()s, then anything unique could go under the if()s. Or, as another solution, under their mob types set their attributes.
In response to Artemio
Artemio wrote:
You didn't call the parent proc in Login().

In a character choosing Login(), you shouldn't. Only for the character login itself, the regular mob/Login(), would you do that.

You didn't call the parent proc in Logout().

Totally unnecessary.

Lummox JR