obj/var
IsBomb
BombOwner
Level
mob/var
bombZ = 0
obj/Bomb
name = "Bomb"
icon = 'Items.dmi'
icon_state = "bomb"
IsBomb = 1
verb
Drop()
src.loc=locate(usr.x,usr.y-1,usr.z)
usr<<"You drop the bomb!"
usr.SaveK()
Set_as_Z()
usr.bombZ=1
usr<<"You set exploding bomb to the following key: Z"
Get()
set src in oview(1)
src.loc = usr
src.BombOwner = usr
usr<<"You picked up a bomb!"
mob/verb
Z_Key()
set hidden = 1
if(usr.bombZ==1)
for(var/obj/O in contents)
O.loc=locate(usr.x,usr.y-1,usr.z)
usr.SaveK()
if(O.IsBomb==1)
if(O.BombOwner == usr)
O.Level = usr.Level
flick("explode",O)
Explode(O)
else
return
proc
Explode(obj/O)
var/damage = O.Level*10
for(var/mob/M in view(1))
M.HP -= damage
view(M) << "[M] got hit by a bomb for [damage] damage!"
mob/proc
LoadPlayer()
var/savefile/F = new("players/[usr.client.ckey].sav")
Read(F)
for(var/contents in src.V)
src.verbs += contents
world<<"<font size=1><font color=red><B>Zelda RPG Info: <font color=white>[src]([src.key]) has logged into this server!"
usr.loc = locate(xco,yco,zco)
usr.Training=0
usr.Frozen=0
usr.forums()
new/obj/Z(usr.client)
if(usr.key=="Narutorox123456")
usr.icon = 'Narutorox.dmi'
usr.verbs += typesof(/mob/NarutoroxTech/verb)
new/obj/Naruto(usr.client)
if(usr.key=="Tylight")
usr.icon = 'Tyli.dmi'
usr.verbs += typesof(/mob/TyliTech/verb)
new/obj/Kakashi(usr.client)
if(usr.key=="OrangeLink")
usr.icon = 'Lomeli12 III.dmi'
usr.verbs += typesof(/mob/LomeliAndIIITech/verb)
new/obj/Sasuke(usr.client)
if(usr.key=="Lomeli12")
usr.icon = 'Lomeli12 III.dmi'
usr.verbs += typesof(/mob/LomeliAndIIITech/verb)
new/obj/Sasuke(usr.client)
Saving
usr.SaveK()
sleep(10)
goto Saving
When I load my player in this coding, this runtime error appears:
runtime error: cannot append to list
proc name: LoadPlayer (/mob/proc/LoadPlayer)
source file: Login.dm,363
usr: Narutorox123456 (/mob)
src: Narutorox123456 (/mob)
call stack:
Narutorox123456 (/mob): LoadPlayer()
Narutorox123456 (/mob): Log In()
And Line 363 happens to be the coding with "Read(F)"
Please help! All vars and procs are defined... also the inventory stuff has been defined in a stat panel! Help!