It shouldn't be a mob variable. NPCs shouldn't have one. What happens when a client connects to a different mob? What happens if a mob is saved?

No, it's a client variable. It is a variable that should belong to the player, not their avatar.
Does the idea of "Working like src.client.address" not get through to you, or are you ignoreing everything I'm saying <.<
I can't understand what you're saying. It makes no sense - it should be a client variable. That's the only place where it fits.
if(src.client.guild == "The 1337 n00bs")
<< << src.Logout()

You want to explain to me how that doesn't look like a client variable. Check over the other examples in the posts below...
Since people have asked how progress is going, I thought I'd mention that much of the functionality shown in this post is now working (in the musty back room of the BYOND Labs, of course).

The biggest functionality chunk remaining is the UI for applying for guild membership, and then it's just implementing the different guild member permissions.

After that there's more to do, but this phase is getting pretty close to completion.
=D
"if(src.client.guild == "The awesome dudes" && src.client.guild_rank == "Masters") src << "Welcome master!""

Wouldn't:

if(client.guild["name"] == "Whatever" && client.guild["rank"] == "The Duke") world << "The Duke has arived"

make more sense?
Page: 1 2 3