mob
proc
SaveChar()
var/savefile/F = new("players/[src.ckey].sav")
F["name"] << name
F["X"] << src.x
F["Y"] << src.y
F["Z"] << src.z
F["Mob"] << usr.client.mob
verb
Save()
set category = "Action"
usr.SaveChar()
usr << "Your character has been saved."
mob
proc
LoadCharacter()
var/savefile/F = new("players/[src.ckey].sav")
var/X
var/Y
var/Z
var/mob/newmob = new()
F["name"] >> name
F["X"] >> X
F["Y"] >> Y
F["Z"] >> Z
F["Mob"] >> newmob
newmob.loc = locate(X,Y,Z)
newmob.client = src.client
return ..()
world/mob=/mob/loggingin/log
mob/loggingin/log
Login()
switch(input("Please Select An Option") in list("New Game","Load Game"))
if("New Game")
src.ChooseCharacter()
if("Load Game")
usr.LoadCharacter()
infinite load char loop, I've had it working before but for some reason no longer works, it was originally a cut and paste out of a demo, anyhow I've tried changing the initial login mob type so it would only run through the initial load once for each client but that's no longer doing the trick. I'm trying to understand what's really going on so I don't have this problem anymore, but this coding stuff is like greek to me still to a certian extent, I'm going to keep digging, but any help would be grand.
mike
i figure if I can set up a condition that verifies whether the player has a var that could only exist after char creation or load before going to the switch step that aught to solve my problem right there.
mike-