world/mob = /mob/creating_character
mob/creating_character
base_save_allowed = 0
Login()
spawn()
src.CreateCharacter()
proc/CreateCharacter()
// In this case, the code creates a /mob/human or /mob/ogre with the specified attributes.
// Get the character information from them. (You would probably want to do with this a browser page.)
var/prompt_title = "New Character"
var/help_text = "What do you want to name the character?"
var/default_value = key
var/char_name = input(src, help_text, prompt_title, default_value) as null|text
if (!char_name)
client.base_ChooseCharacter()
return
var/ckey_name = ckey(char_name)
var/list/characters = client.base_CharacterNames()
if (characters.Find(ckey_name))
alert("You already have a character named that! Please choose another name.")
src.CreateCharacter()
return
var/list/classes = list("Male", "Female","Neuter","Spitfire")
help_text = "Which Gender would you like to be? OR who would you like to be"
// default_value = "Male"
var/char_class = input(src, help_text, prompt_title, default_value) in classes
var/mob/new_mob
switch(char_class)
if ("Male") new_mob = new /mob/Male()
if ("Female") new_mob = new /mob/Female()
if ("Neuter") new_mob = new /mob/Neuter()
if ("Spitfire") new_mob = new /mob/Spitfire()
new_mob.name = char_name
src.client.mob = new_mob
var/turf/first_location = locate(14,31,1)
new_mob.Move(first_location)
del(src)
mob
var
M = 0
F = 0
N = 0
S = 0
client
North()
step(usr,NORTH)
South()
step(usr,SOUTH)
East()
step(usr,EAST)
West()
step(usr,WEST)
mob
Login()
..()
// This is just here for this sample, to make it clear which mob you've logged into.
sample_report()
verb
Save()
// This demonstrates verb saving and how to manually save the mob whenever you want..
// This proc gets added and saved as a verb only if add_verb is called by the player.
src.client.base_SaveMob()
src << "\red You have saved your game."
proc
sample_report()
src << "<BR><BR>"
src << "Your name is: [name]."
src << "Your gender is:[type]."
mob
Male
icon = 'Base.dmi'
Female
icon = 'BaseF.dmi'
Neuter
icon = 'BaseN.dmi'
Spitfire
icon = '1221.dmi'
Problem description:
i can only create a Male icon... idk why...
and when i login i get this:
Warning: type read from file (/mob/verb/rest) is not defined.
runtime error: wrong type of value for list
proc name: base LoadMob (/client/proc/base_LoadMob)
usr: ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter)
src: RanEsu (/client)
call stack:
RanEsu (/client): base LoadMob("RanEsu")
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacterResult("RanEsu")
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacterMenu(/list (/list))
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacterMenu(/list (/list))
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacter()
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): Login()
runtime error: Cannot execute null.base CharacterNames().
proc name: ChooseCharacter (/mob/BaseCamp/ChoosingCharacter/proc/ChooseCharacter)
usr: ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter)
src: ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter)
call stack:
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacter()
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacterResult("RanEsu")
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacterMenu(/list (/list))
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacterMenu(/list (/list))
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): ChooseCharacter()
ChoosingCharacter (/mob/BaseCamp/ChoosingCharacter): Login()
and it sais somthing about a rest their too, so heres my rest code :(
mob
var
resting = 0
verb
Rest()
if(usr.resting)
sleep(100)
usr.resting=0
usr<<"You stop resting..."
usr.Frozen = 0
usr.icon_state = ""
return
else
if(usr.HP == usr.maxHP)
usr<<"You donīt need to Rest..."
return
usr<<"You begin to Rest..."
usr.resting=1
usr.Frozen = 1
usr.icon = 'rest.dmi'
usr.icon_state = gender
sleep(5)
usr.rest()
return
mob
proc
rest()
rest
if(usr.resting)
if(usr.HP < usr.maxHP)
usr.HP += usr.maxHP/10
if(usr.HP>usr.maxHP)
usr.HP=usr.maxHP
if(usr.HP==usr.maxHP)
usr.resting = 0
usr.Frozen = 0
usr.icon_state = ""
usr<<"You have finish resting..."
return
usr.Frozen = 1
sleep(15)
goto rest
else
sleep(20)
usr.resting = 0
usr.Frozen = 0
usr.icon_state = ""
usr<<"You have finish resting..."
if(usr.HP>usr.maxHP)
usr.HP=usr.maxHP