from the login.dm is the code
mob
verb
Custom_Icon(arg as file)
usr.icon = arg
Custom_Icon_State(arg as text)
usr.icon_state = arg
mob
Stat()
statpanel("Profile")
stat(src)
stat("Name:", "[name]")
stat("Key:", "[usr.key]")
stat("Clan:","[clan]")
stat("Age:","[age]")
stat("Description:","[desc]")
stat("Species:","[species]")
stat("Alignment:","[alignment]")
stat("Married to:","[marry]")
stat("Character Likes:","[does]")
stat("Rank:","[rank]")
statpanel("Abilitys")
stat(src)
stat("Battles Won:", "[wins]")
stat("Battles Lost:", "[loses]")
stat("Level:","[level]")
stat("HP:","[HP]")
stat("Attack Power:","[attack]")
stat("Defense Power:","[defense]")
stat("Experience:","[experience] / [experiencetolevel]")
statpanel("Help")
stat(src)
stat("GM's")
stat("Master GM"Govegtos"')
stat("RULES")
stat("1","Don't Spam")
stat("2","Don't Block")
stat("3","Don't ask me for perm or temp")
stat("4","Permanent Homes Are 2 Dimes")
statpanel("World Status")
for(var/mob/M in world)
if(M.ishost == 1)
stat(M)
// stat("Address:","[world.address]")
stat("Host:","[host]")
stat("GMs Playing:","[gms]")
statpanel("GMs Online")
stat("Owner GMs:")
for(var/mob/M in world)
if(M.key == "Govegtos")
stat("Govegtos")
if(M.key == "Govegtos")
stat("GGovegtos")
if(M.key == "Govegtos")
stat("Govegtos")
// stat("Master GMs:")
#include //include this file to handle characters
client/base_num_characters_alowed 3//number of characters player is allowed to have
world//the world
mob = /mob/create_character//player becomes a mob when they create a character
mob/create_character//a mob is a character
var/mob/character//the var, or difference is the character
Login()//login
if(usr.banned ==1)
usr<<"You have been banned"
del usr
var/charactername = input("Choose a name for your Creature!","Creature Name?",src.key)//message player is asked and gets to input characters name
var/characterage = input("How old is your Creature?","Age?")
var/characterdesc = input("What is the description for your Creature?","Description?")
var/characterdoes = input("What does your creature like doing? (Ex: Playing Videogames, PC's, etc.)","Likes Dislikes")
switch(input("Choose what class you wish your Creature to be.","Creature Class?")in g","Nuzzle","Slime","Dino","Skeleton","Reaper","Hoppity"))// player gets to pick what class they want
if("Dragon")//if person choose this
character = new /mob/characters/bluedragon()
usr.race = "Dragon"
if("Korg")
character = new /mob/characters/korg()
usr.race = "Korg"
if("Nuzzle")
character = new /mob/characters/nuzzle()
usr.race = "Nuzzle"
if("Slime")
character = new /mob/characters/slime()
usr.race = "Slime"
if("Dino")
character = new /mob/characters/dino()
usr.race = "Dino"
if("Skeleton")
character = new /mob/characters/skeleton()
usr.race = "Skeleton"
if("Reaper")
character = new /mob/characters/reaper()
usr.race = "Reaper"
if("Hoppity")
character = new /mob/characters/hoppity()
usr.race = "Hoppity"
character.name = charactername//defines name/character name
character.age = characterage
character.desc = characterdesc
character.does = characterdoes
src.client.mob = character//defines characters as being a mob which can be used as a client...(ignore for now until you get better at coding)
del(src)//deletes
..()//returns to original process
mob/characters/bluedragon
icon = 'players.dmi'
icon_state = "blue"
mob/characters/korg
icon = 'players.dmi'
icon_state = "3"
mob/characters/nuzzle
icon = 'players.dmi'
icon_state = "4"
mob/characters/slime
icon = 'players.dmi'
icon_state = "s"
mob/characters/dino
icon = 'players.dmi'
icon_state = "d"
mob/characters/skeleton
icon = 'players.dmi'
icon_state = "kel"
mob/characters/reaper
icon = 'players.dmi'
icon_state = "r"
mob/characters/hoppity
icon = 'players.dmi'
icon_state = "b"
mob//mob or mobile
Login()//login
..()//returns
Character_Login()//when character logs in
Write(savefile/F)//the player gets a savefile written
..()//returns to normal process
if (world.maxx)//saves the last spot with same stats
F["last_x"] << x//saves last x
F["last_y"] << y//saves last y
F["last_z"] << z//saves last z
Read(savefile/F)//read save file when player logs in
..()//returns to original process
if (world.maxx)//loads up last place with stats
var/last_x
var/last_y
var/last_z//variables are where player last stopped playing
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z//loads up last coords player was at
loc = locate(last_x, last_y, last_z)//and puts him/her there
proc//proc or procedure
Character_Login()//this is our proc
src << "Welcome to Monster Builder!"//message player sees
world << "[usr] has logged in!"//message world sees
usr.loc = locate(4,97,1)
return
mob //Part of the mob
Login() //On login, this person gets the GM verbs
if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
src.verbs += /mob/Mod/verb/GM_Promote
gms+=1
if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
src.verbs += /mob/Mod/verb/GM_Promote
gms+=1
else if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
else if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
else if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
else if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
src.verbs += /mob/Mod/verb/boot//Enables Boot
src.verbs += /mob/Mod/verb/reboot//Enables Reboot
src.verbs += /mob/Mod/verb/announce//Enables Announce
src.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
src.verbs += /mob/Mod/verb/summon//Enables Summon
src.verbs += /mob/Mod/verb/server_end//Enables Sever End
src.verbs += /mob/Mod/verb/delete//Enables Delete
src.verbs += /mob/Mod/verb/invisible//Enables Invisible
src.verbs += /mob/Mod/verb/locale//Enables Locale
src.verbs += /mob/Mod/verb/find//Enables Find
src.verbs += /mob/Mod/verb/mute//Enables Mute
src.verbs += /mob/Mod/verb/GM_Planet
src.verbs += /mob/Mod/verb/GM_Return
src.verbs += /mob/Mod/verb/edit
src.verbs += /mob/Mod/verb/GM_Ban
src.verbs += /mob/Mod/verb/GM_Unban
src.verbs += /mob/Mod/verb/GM_Fly
src.verbs += /mob/Mod/verb/GM_NotSeeThrough
src.verbs += /mob/Mod/verb/GM_Jail
src.verbs += /mob/Mod/verb/GM_Unjail
src.verbs += /mob/Mod/verb/GM_Promote
src.verbs += /mob/Mod/verb/GM_Grant_Temp
src.verbs += /mob/Mod/verb/GM_Remove_Temp
gms+=1
usr.loc = locate(4,97,1)
world << "[usr] logged in!"
..()//You get no GM commands
mob/Mod//As part of the GM commands
verb//A verb
boot(mob/M in world, reason as message|null)//A boot command with a reason (if you have one)
if(usr.client)
set category="GM"//Category
set name="GM Boot"//Name
set desc="Boots a someone or something out of the game."//Description
if(M == usr)//If you are yourself...
usr << "You can't boot yourself!"//You can't boot yourself or the game ends
return//Go back to where you left off
if((input("Do you want to boot [M]?") in list("Yes","No")) != "Yes")//If it isn't yourself, who do you wanna boot?
return
if (M.key)//If it's the person, this is what they see
if(reason)//if there is a reason...
M << "[src.name] has booted you because:\n[reason]."//What they see
else//If no reason
M << "[src.name] has booted you."//Just says this
del(M)//Deletes the booted player
world << "[src.name] has booted [M] because: [reason]"//Tells the whole world what just happened
else//Besides that too...
usr << "You can't boot npcs. Use delete!"//Use delete instead of trying to use boot on objects
invisible()//Invisible
set name="GM GhostForm"//Name
set desc="Be invisible"//Description
set category="GM"//Category
if(invisibility==1)//If your not invisible
invisibility=0//Become invisible
density = 1
return
else//If your invisible, turn back to visible
invisibility=1//Your visible again
density = 0
return
locale()
set name="GM Locate"
set desc="Find where you are."
set category="GM"
if(isloc(src.loc))
if(istype(src.loc,/atom/movable))
var/atom/movable/O=src.loc
usr << "Location:Inside [O] at [O.x], [O.y], [O.z]."
else if(isturf(src.loc))
usr << "Location:On [src.loc] at [x], [y], [z]."
else
usr << "Location:In [src.loc]."
else
usr << "Location:Nowhere."
find(O in (typesof(/atom) - /atom) - /atom/movable)
set name="GM Find"
set desc="Finds the location of an object"
set category="GM"
var/L[O]
for(var/atom/A in world)
if(L.len > 20) break
if(istype(A.type,O))
set background=1
L += A
if(!L.len)
usr << "No object of type [O] found."
for(var/atom/A in L)
usr << "[A] ([A.type]) [A.x] [A.y] [A.z] -- \..."
usr << null
mute(mob/o in world)
set category = "GM"
set name = "GM Mute"
if(o.mute == 1)
world << "[o] has been unmuted by [usr]!"
o.mute = 0
return 0
if(o.mute == 0)
world << "[o] has been muted by [usr]!"
o.mute = 1
return 0
reboot()
set name="GM Reboot"
set desc="Reboots the world."
set category="GM"
if(alert("Are you sure?","Reboot","Yes","No") == "Yes")
if(alert("Are you sure?","Reboot World","Yes","No") == "Yes")
world<<"Server rebooting in 10 seconds!"
sleep(100)
world.Reboot()
announce(message as message)
set category="GM"
set name="GM Announce"
set desc="Announce something to all the players."
for(var/client/C)
C.mob << "
server_end()
set category="GM"
set name="GM Server End"
set desc="Ends the server for everyone."
if(alert("Are you sure?","Server End","Yes","No") == "Yes")
world<<"Server ending in 10 seconds!"
sleep(100)
Logout()
world_name(msg as text)
set category="GM"
set name="GM World Name"
set desc="Changes the name of the world."
world.name="[msg]"
edit(obj/O as obj|mob|turf|area in view())
set category="GM"
set name="GM Edit"
set desc="Edits anything you want for anything you want."
var/variable=input("Which var?","Var") in O.vars
var/default
var/typeof=O.vars[variable]
var/dir
if(isnull(typeof))
usr << "Unable to determine variable type."
else if(isnum(typeof))
usr << "Variable appears to be NUM."
default="num"
dir=1
else if(istext(typeof))
usr << "Variable appears to be TEXT."
default="text"
else if(isloc(typeof))
usr << "Variable appears to be REFERENCE."
default="reference"
else if(isicon(typeof))
usr << "Variable appears to be ICON."
typeof="\icon[typeof]"
default="icon"
else if(istype(typeof,/atom) || istype(typeof,/datum))
usr << "Variable appears to be TYPE"
default="type"
else if(istype(typeof,/list))
usr << "Variables appears to be LIST."
usr << "*** Warning! Lists are uneditable in s_admin! ***"
default="cancel"
else if(istype(typeof,/client))
usr << "Variables appears to be CLIENT."
usr << "*** Warning! Clients are uneditable in s_admin! ***"
default="cancel"
else
usr << "Variables appears to be FILE."
default="file"
usr << "Variable contains:[typeof]"
if(dir)
switch(typeof)
if(1)
dir="NORTH"
if(2)
dir="SOUTH"
if(4)
dir="EAST"
if(8)
dir="WEST"
if(5)
dir="NORTHEAST"
if(6)
dir="SOUTHEAST"
if(9)
dir="NORTHWEST"
if(10)
dir="SOUTHWEST"
else
dir=null
if(dir)
usr << "If a direction, direction is:[dir]"
var/class=input("What kind of variable?","Variable Type",default) in list("text",
"num","type","refernece","file","restore to default","cancel")
switch(class)
if("cancel")
return
if("restore to default")
O.vars[variable]=initial(O.vars[variable])
if ("text")
O.vars[variable]=input("Eneter new text:","Text",\
O.vars[variable]) as text
if("num")
O.vars[variable] = input("enter new number:","Num",\
O.vars[variable]) as num
if("type")
O.vars[variable]=input("Enter type:","Type",O.vars[variable]) \
in typesof(/obj,/mob,/area,/turf)
if("reference")
O.vars[variable] = input("Select reference:","Reference",\
O.vars[variable]) as mob|obj|turf|area in world
if("file")
O.vars[variable] = input("Pick file:","File",O.vars[variable]) \
as icon
summon(mob/M in world)
set category="GM"
set name="GM Summon"
set desc="Brings someone or something to you."
M.loc=usr.loc
M << "[usr] has summoned you!"
usr << "You have summoned [M]."
delete(atom/M as mob|obj|turf in world)
set desc="Deletes anything that you choose."
set category="GM"
set name="GM Delete"
var/mob/mob=M
if(istype(mob) && mob.key)
if(mob == src)
return
if((input("Are you sure?") in list("Yes","No")) == "Yes")
if(mob.client) del(mob.client)
if(mob) del(mob)
else
del(M)
GM_Planet()
set category = "GM"
usr.loc = locate(1,1,3)
GM_Fly()
set category = "GM"
if(usr.density==0)
usr.density=1
else
usr.density=0
GM_NotSeeThrough()
set category = "GM"
if(usr.opacity==0)
usr.opacity=1
else
usr.opacity=0
GM_Return()
set category = "GM"
usr.loc = locate(49,52,2)
GM_Blind(var/mob/m as mob in world)
set category = "GM"
if(m.key=="Barrucadu")
usr << "You can't blind the owner!"
return
else
m.sight |= BLIND
GM_UnBlind(var/mob/m as mob in world)
set category = "GM"
usr.sight &= ~BLIND
GM_Un_Blind(var/mob/m as mob in world)
set category = "GM"
if(m.key=="Reo")
usr << "The owner isn't blind!"
return
else
m.sight -= BLIND
GM_Goto(var/m as mob|obj|turf in world)
set category = "GM"
var/a = usr.icon_state
usr.icon_state = "tele"
sleep(3)
usr.loc = locate(m:x,m:y,m:z)
sleep(5)
usr.icon_state = a
m << "[usr.name] appears in front of you!"
usr << "You materialize in front of [m:name]!"
GM_Ban(mob/o in world)
set category = "GM"
if(o == usr)
return 0
else
switch(alert(usr,"Ban [o]?","Ban","No","Yes"))
if("Yes")
banned += "[o.key]"
usr.banned = 1
world << "[o] has been banned by [usr]!"
for(var/obj/m in world)
if(m.owner == "[o.key]")
del m
del o
else
return 0
GM_Unban()
set category = "GM"
var/L[]
L = banned
usr.banned = 0
var/a = input("Who will you unban?","Unban")as null|anything in L
if(isnull(a))
return 0
L.Remove(a)
GM_Add_Overlay(var/mob/o as mob in world, var/f as icon)
set category = "GM"
o.overlays += f
GM_Jail(mob/M in world)
set category = "GM"
if(M.jailed == 0)
M:jailed = 1
M.loc=locate(1,1,30)
usr.verbs-=/mob/Special/verb/P_Bag
usr.verbs-=/mob/Special/verb/Red_Berry_Bush
usr.verbs-=/mob/Special/verb/Blue_Berry_Bush
usr.verbs-=/mob/Special/verb/Plowed_Land
usr.verbs-=/mob/Special/verb/Refrigerator
usr.verbs-=/mob/Special/verb/Shelves
usr.verbs-=/mob/Special/verb/Bookcase
usr.verbs-=/mob/Special/verb/Ladder
usr.verbs-=/mob/Special/verb/Rug
usr.verbs-=/mob/Special/verb/Welcome_Mat
usr.verbs-=/mob/Special/verb/Display_Case
usr.verbs-=/mob/Special/verb/Stove
usr.verbs-=/mob/Special/verb/Microwave
usr.verbs-=/mob/Special/verb/Well
usr.verbs-=/mob/Special/verb/Paneled_Wall
usr.verbs-=/mob/Special/verb/HardWood_Floor
usr.verbs-=/mob/Special/verb/Gravel
usr.verbs-=/mob/Special/verb/White_Tile
usr.verbs-=/mob/Special/verb/Fancy_Wall
usr.verbs-=/mob/Special/verb/Wooden_Floor
usr.verbs-=/mob/Special/verb/Sign
usr.verbs-=/mob/Special/verb/Table
usr.verbs-=/mob/Special/verb/Chair
usr.verbs-=/mob/Special/verb/Glass_Wall
usr.verbs-=/mob/Special/verb/Metal_Wall
usr.verbs-=/mob/Special/verb/Bathtub
usr.verbs-=/mob/Special/verb/Bed
usr.verbs-=/mob/Special/verb/Fire
usr.verbs-=/mob/Special/verb/Lava
usr.verbs-=/mob/Special/verb/TV
usr.verbs-=/mob/Special/verb/Toilet
usr.verbs-=/mob/Special/verb/Sink
usr.verbs-=/mob/Special/verb/Blue_Carpet
usr.verbs-=/mob/Special/verb/Fancy_Tile
usr.verbs-=/mob/Special/verb/Box
usr.verbs-=/mob/Special/verb/Pot
usr.verbs-=/mob/Special/verb/Water
usr.verbs-=/mob/Special/verb/Stone_Floor
usr.verbs-=/mob/Special/verb/Red_Floor
usr.verbs-=/mob/Special/verb/Purple_Floor
usr.verbs-=/mob/Special/verb/Green_Floor
usr.verbs-=/mob/Special/verb/Black_Floor
usr.verbs-=/mob/Special/verb/Door
usr.verbs-=/mob/Special/verb/Ice
usr.verbs-=/mob/Special/verb/Space_Floor
usr.verbs-=/mob/Special/verb/Sound_System
usr.verbs-=/mob/Special/verb/Space_Wall
usr.verbs-=/mob/Special/verb/X_Box
usr.verbs-=/mob/Special/verb/GameCube
usr.verbs-=/mob/Special/verb/PS2
usr.verbs-=/mob/Special/verb/Tree
usr.verbs-=/mob/Special/verb/Water_Fountain
usr.verbs-=/mob/Special/verb/Frozen_Water
usr.verbs-=/mob/Special/verb/Laptop
usr.verbs-=/mob/Special/verb/Sand
usr.verbs-=/mob/Special/verb/Gameboy_Advance
usr.verbs-=/mob/Special/verb/PC
if(M.jailed == 1)
usr<<"[M] is already jailed!"
GM_Unjail(mob/M in world)
set category = "GM"
if(M.jailed == 1)
M:jailed = 0
M.loc=locate(49,52,2)
if(M.jailed == 0)
usr<<"[M] is already unjailed!"
GM_Add_Underlay(var/mob/o as mob in world, var/f as icon)
set category = "GM"
o.underlays += f
GM_Remove_Underlay(var/mob/o as mob in world, var/f as icon)
set category = "GM"
o.underlays = null
GM_Remove_Overlay(var/mob/o as mob in world, var/f as icon)
set category = "GM"
o.overlays = null
GM_Grant_Temp(mob/M in world)
set category = "GM"
world << "[M] has been granted Temporary GM status by [usr]!"
usr.gmlev=1
M.verbs += /mob/Mod/verb/boot
M.verbs += /mob/Mod/verb/announce
M.verbs += /mob/Mod/verb/delete
M.verbs += /mob/Mod/verb/GM_Goto
M.verbs += /mob/Mod/verb/summon
M.verbs += /mob/Mod/verb/edit
M.verbs += /mob/Mod/verb/invisible
M.verbs += /mob/Mod/verb/GM_Fly
M.verbs += /mob/Mod/verb/GM_NotSeeThrough
GM_Remove_Temp(mob/M in world)
set category = "GM"
world << "[M] has been removed of Temporary GM status by [usr]!"
if(usr.gmlev==1)
M.verbs -= /mob/Mod/verb/boot
M.verbs -= /mob/Mod/verb/announce
M.verbs -= /mob/Mod/verb/delete
M.verbs -= /mob/Mod/verb/GM_Goto
M.verbs -= /mob/Mod/verb/summon
M.verbs -= /mob/Mod/verb/edit
M.verbs -= /mob/Mod/verb/invisible
usr.gmlev=0
else
usr<<"[M] is either not a gm or above temp"
GM_Grant_Perm(mob/M in world)
set category = "GM"
world << "[M] has been granted Temporary GM status by [usr]!"
usr.gmlev=2
M.verbs += /mob/Mod/verb/boot//Enables Boot
M.verbs += /mob/Mod/verb/reboot//Enables Reboot
M.verbs += /mob/Mod/verb/announce//Enables Announce
M.verbs += /mob/Mod/verb/GM_Goto//Enables Teleport
M.verbs += /mob/Mod/verb/summon//Enables Summon
M.verbs += /mob/Mod/verb/world_name//Enables World Name
M.verbs += /mob/Mod/verb/server_end//Enables Sever End
M.verbs += /mob/Mod/verb/delete//Enables Delete
M.verbs += /mob/Mod/verb/invisible//Enables Invisible
M.verbs += /mob/Mod/verb/locale//Enables Locale
M.verbs += /mob/Mod/verb/find//Enables Find
M.verbs += /mob/Mod/verb/mute//Enables Mute
M.verbs += /mob/Mod/verb/GM_Planet
M.verbs += /mob/Mod/verb/GM_Return
M.verbs += /mob/Mod/verb/edit
M.verbs += /mob/Mod/verb/GM_Blind
M.verbs += /mob/Mod/verb/GM_Ban
M.verbs += /mob/Mod/verb/GM_Unban
M.verbs += /mob/Mod/verb/GM_Add_Underlay
M.verbs += /mob/Mod/verb/GM_Remove_Underlay
M.verbs += /mob/Mod/verb/GM_Add_Overlay
M.verbs += /mob/Mod/verb/GM_Remove_Overlay
M.verbs += /mob/Mod/verb/GM_Fly
M.verbs += /mob/Mod/verb/GM_NotSeeThrough
M.verbs += /mob/Mod/verb/GM_Jail
M.verbs += /mob/Mod/verb/GM_Unjail
GM_Go_To_Beginning()
set category = "GM"
usr.loc = locate(4,97,1)
GM_Promote(mob/M in world)
if(usr.rank==12)
usr<<"He cant be promoted any more!"
else
usr.promo+=1
if(usr.promo == 2)
usr.rank="Assistant"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 3)
usr.rank="Builder Assistant"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 4)
usr.rank="Gardener Assistant"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 5)
usr.rank="Builder"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 6)
usr.rank="Gardener"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 7)
usr.rank="Chief Builder"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 8)
usr.rank="Chief Gardener"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 9)
usr.rank="MP"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 10)
usr.rank="Prime Minster"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 11)
usr.rank="Vice President"
world<<"[M] was promoted to [rank]!"
if(usr.promo == 12)
usr.rank="President"
world<<"[M] was promoted to [rank]!"
mob/Logout()
world<<"[usr] logged out!"
del(src)
var/list/banned[999]
mob //Part of the mob
Logout() //On login, this person gets the GM verbs
if(usr.key == "Govegtos")//Change my key to yours or anyone you want to
gms-=1
if(usr.key == "")//Change my key to yours or anyone you want to
gms-=1
else if(usr.key == "")//Change my key to yours or anyone you want to
gms-=1
else if(usr.key == "")//Change my key to yours or anyone you want to
gms-=1
else if(usr.key == "")//Change my key to yours or anyone you want to
gms-=1
else if(usr.key == "")//Change my key to yours or anyone you want to
gms-=1
else if(usr.key == "")
gms-=1
else if(usr.key == "")
gms-=1
Heres the problems from login.dm
Login.dm:411:warning: empty 'else' clause
Login.dm:416:warning: empty 'else' clause
Login.dm:428:warning: empty 'else' clause
Login.dm:444:warning: empty 'else' clause
Login.dm:446:warning: empty 'else' clause
Login.dm:560:warning: empty 'else' clause
Login.dm:583:warning: empty 'else' clause
Login.dm:637:warning: empty 'else' clause
Login.dm:646:warning: empty 'else' clause
Login.dm:652:warning: empty 'else' clause
Login.dm:662:warning: empty 'else' clause
Login.dm:672:warning: empty 'else' clause
Login.dm:688:warning: empty 'else' clause
Login.dm:699:warning: empty 'else' clause
Login.dm:820:warning: empty 'else' clause
Login.dm:858:warning: empty 'else' clause
Now i get this from another file which is implementation.dm and heres what the code in implementation.dm looks like
#include
#define BASE_MENU_CREATE_CHARACTER "Create New Character"
#define BASE_MENU_DELETE_CHARACTER "Delete Character"
#define BASE_MENU_CANCEL "Cancel"
#define BASE_MENU_QUIT "Quit"
// Implementation
client/var/tmp
base_num_characters_allowed = 1
base_autoload_character = 1
base_autosave_character = 1
base_autodelete_mob = 1
base_save_verbs = 1
mob
var/tmp
base_save_allowed = 1 // Is this mob allowed to be saved?
base_save_location = 1 // Should the mob's location be saved and restored?
var/list/base_saved_verbs // If we're saving verbs they are stored here.
proc/base_InitFromSavefile()
return
Write(savefile/F)
// Save the location if that has been specified and there is a map.
// First, call the default Write() behavior for mobs.
..()
if (base_save_location && world.maxx)
F["last_x"] << x
F["last_y"] << y
F["last_z"] << z
return
Read(savefile/F)
// Restore the mob's location if that has been specified and there is a map.
// Tries to use Move() to place the character, in case the game has special Move() handling.
// If that fails, forces the move by setting the loc.
// Call the default Read() behavior for mobs.
..()
if (base_save_location && world.maxx)
var/last_x
var/last_y
var/last_z
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z
var/destination = locate(last_x, last_y, last_z)
if (!Move(destination))
loc = destination
return
mob/BaseCamp
base_save_allowed = 0 // BaseCamp mobs are for admin only.
Login()
RemoveVerbs()
// Don't use any other Login() code.
return
Stat()
// Don't want any stat panels for BaseCamp mobs.
return
Logout()
// Don't use any other Logout() code.
return
proc/RemoveVerbs()
for (var/my_verb in verbs)
verbs -= my_verb
mob/BaseCamp/FirstTimePlayer
proc/FirstTimePlayer()
// Here in case developer wants to do something first time a player ever logs in.
return 1
mob/BaseCamp/ChoosingCharacter
Login()
// spawn to make sure all administrative tasks are over.
spawn()
ChooseCharacter()
return ..()
proc/origChooseCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
if (length(available_char_names) < client.base_num_characters_allowed)
if (client.base_num_characters_allowed == 1)
// If only one character allowed, jump right to creating character.
client.base_NewMob()
del(src)
return
else
menu += BASE_MENU_CREATE_CHARACTER
if (length(available_char_names))
menu += BASE_MENU_DELETE_CHARACTER
menu += BASE_MENU_QUIT
// Let developer provide their own menu if they wish.
var/result = ChooseCharacterMenu(menu)
switch(result)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CREATE_CHARACTER)
client.base_NewMob()
del(src)
return
if (BASE_MENU_DELETE_CHARACTER)
// Give them a chance to delete something, but then they need to choose.
DeleteCharacter()
ChooseCharacter()
return
// They must have chosen a character, so load it.
var/mob/Mob = client.base_LoadMob(result)
if (Mob)
del(src)
else
ChooseCharacter()
proc/ChooseCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
if (length(available_char_names) < client.base_num_characters_allowed)
if (client.base_num_characters_allowed == 1)
// If only one character allowed, jump right to creating character.
client.base_NewMob()
del(src)
return
else
menu += BASE_MENU_CREATE_CHARACTER
if (length(available_char_names))
menu += BASE_MENU_DELETE_CHARACTER
menu += BASE_MENU_QUIT
// Let developer provide their own menu if they wish.
ChooseCharacterMenu(menu)
proc/ChooseCharacterMenu(list/menu)
// Given a list of menu options, display them and call ChooseCharacterResult() with the choice.
var/default = null
var/result = input(src, "Who do you want to be this fine day?", "Welcome to [world.name]!", default) in menu
ChooseCharacterResult(result)
proc/ChooseCharacterResult(menu_choice)
// Respond to the option the player chose from the character choosing menu.
switch(menu_choice)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CREATE_CHARACTER)
client.base_NewMob()
del(src)
return
if (BASE_MENU_DELETE_CHARACTER)
// Give them a chance to delete something, but then they need to choose.
DeleteCharacter()
return
// They must have chosen a character, so load it.
var/mob/Mob = client.base_LoadMob(menu_choice)
if (Mob)
del(src)
else
ChooseCharacter()
proc/DeleteCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
menu += BASE_MENU_CANCEL
menu += BASE_MENU_QUIT
// Let developer provide their own menu if they wish.
DeleteCharacterMenu(menu)
proc/DeleteCharacterMenu(list/menu)
// Given a list of menu options, display them and return the result.
var/default = null
return input(src, "Which character do you want to delete?", "Deleting character", default) in menu
proc/DeleteCharacterResult(menu_choice)
// Respond to the option the player chose from the character deletion menu.
switch(menu_choice)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CANCEL)
ChooseCharacter()
return
// They chose a character to delete.
client.base_DeleteMob(menu_choice)
ChooseCharacter()
return
client
var/tmp/savefile/_base_player_savefile
New()
// Let them choose/create a character.
if (base_autoload_character)
base_ChooseCharacter()
base_Initialize()
return
return ..()
Del()
// Save character.
if (base_autosave_character)
base_SaveMob()
// Delete mob.
if (base_autodelete_mob)
del(mob)
return ..()
proc/base_PlayerSavefile()
if (!_base_player_savefile)
// Put in players/[first_initial]/[ckey].sav
var/start = 1
var/end = 2
var/first_initial = copytext(ckey, start, end)
var/filename = "players/[first_initial]/[ckey].sav"
_base_player_savefile = new(filename)
return _base_player_savefile
proc/base_FirstTimePlayer()
var/mob/BaseCamp/FirstTimePlayer/first_mob = new()
first_mob.name = key
first_mob.gender = gender
mob = first_mob
return first_mob.FirstTimePlayer()
proc/base_ChooseCharacter()
// Switches the player to a choosing character mob.
// In case switching in middle of game, save previous mob.
base_SaveMob()
var/mob/BaseCamp/ChoosingCharacter/chooser
// Do they have any characters to choose from?
var/list/names = base_CharacterNames()
if (!length(names))
// They must be a first time player.
var/result = base_FirstTimePlayer()
if (!result)
// They weren't approved, so boot 'em.
del(src)
return
// Okay let them create their first character.
chooser = new()
mob = chooser
return
// If only one character is allowed, try to just load it.
if (base_num_characters_allowed == 1)
base_LoadMob(names[1])
return
chooser = new()
mob = chooser
return
proc/base_CharacterNames()
// Get the full names of all this player's characters.
var/list/names = new()
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
var/char_name
for (var/entry in characters)
F["[entry]/name"] >> char_name
names += char_name
return names
proc/base_NewMob()
// Give the player a standard mob.
// First save existing mob if necessary.
base_SaveMob()
var/mob/new_mob
new_mob = new world.mob()
new_mob.name = key
new_mob.gender = gender
mob = new_mob
// new_mob.base_Initialize()
// Clear out the savefile to keep it from staying open.
_base_player_savefile = null
return new_mob
proc/base_SaveMob()
// Saves the player's current mob based on the ckey of its name.
if (!mob || !mob.base_save_allowed)
return
// If we're saving verbs, move them over now.
if (base_save_verbs)
mob.base_saved_verbs = mob.verbs
var/savefile/F = base_PlayerSavefile()
var/mob_ckey = ckey(mob.name)
var/directory = "/players/[ckey]/mobs/[mob_ckey]"
F.cd = directory
F["name"] << mob.name
F["mob"] << mob
_base_player_savefile = null
proc/base_LoadMob(char_name)
// Look for a character with the ckey version of this name.
// If found, load it, set the client mob to it, and return it.
// Otherwise return null.
var/mob/new_mob
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
_base_player_savefile = null
F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
if (!characters.Find(char_ckey))
world.log << "[key]'s client.LoadCharacter() could not locate character [char_name]."
mob << "Unable to load [char_name]."
return null
F["[char_ckey]/mob"] >> new_mob
if (new_mob)
mob = new_mob
new_mob.base_InitFromSavefile()
// If we're doing verbs, set them now.
if (base_save_verbs && new_mob.base_saved_verbs)
for (var/item in new_mob.base_saved_verbs)
new_mob.verbs += item
return new_mob
return null
proc/base_DeleteMob(char_name)
// Look for a character with the ckey version of this name.
// If found, delete it.
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
F.dir.Remove(char_ckey)
Now heres the code problem for it
///////////////////////////
// DON'T TOUCH THIS FILE! //
////////////////////////////
/*
Unless you are a BYOND guru who is curious how this works,
there is no point in reading this file. It's just the gritty
code, and you NEVER need to touch it or even read it.
See characterhandling.dm for full library documentation.
If you touch this file and then your character saving breaks,
don't bug me about it, it's not my problem.
*/
#include
#define BASE_MENU_CREATE_CHARACTER "Create New Character"
#define BASE_MENU_DELETE_CHARACTER "Delete Character"
#define BASE_MENU_CANCEL "Cancel"
#define BASE_MENU_QUIT "Quit"
// Implementation
client/var/tmp
base_num_characters_allowed = 1
base_autoload_character = 1
base_autosave_character = 1
base_autodelete_mob = 1
base_save_verbs = 1
mob
var/tmp
base_save_allowed = 1 // Is this mob allowed to be saved?
base_save_location = 1 // Should the mob's location be saved and restored?
var/list/base_saved_verbs // If we're saving verbs they are stored here.
proc/base_InitFromSavefile()
return
Write(savefile/F)
// Save the location if that has been specified and there is a map.
// First, call the default Write() behavior for mobs.
..()
if (base_save_location && world.maxx)
F["last_x"] << x
F["last_y"] << y
F["last_z"] << z
return
Read(savefile/F)
// Restore the mob's location if that has been specified and there is a map.
// Tries to use Move() to place the character, in case the game has special Move() handling.
// If that fails, forces the move by setting the loc.
// Call the default Read() behavior for mobs.
..()
if (base_save_location && world.maxx)
var/last_x
var/last_y
var/last_z
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z
var/destination = locate(last_x, last_y, last_z)
if (!Move(destination))
loc = destination
return
mob/BaseCamp
base_save_allowed = 0 // BaseCamp mobs are for admin only.
Login()
RemoveVerbs()
// Don't use any other Login() code.
return
Stat()
// Don't want any stat panels for BaseCamp mobs.
return
Logout()
// Don't use any other Logout() code.
return
proc/RemoveVerbs()
for (var/my_verb in verbs)
verbs -= my_verb
mob/BaseCamp/FirstTimePlayer
proc/FirstTimePlayer()
// Here in case developer wants to do something first time a player ever logs in.
return 1
mob/BaseCamp/ChoosingCharacter
Login()
// spawn to make sure all administrative tasks are over.
spawn()
ChooseCharacter()
return ..()
proc/origChooseCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
if (length(available_char_names) < client.base_num_characters_allowed)
if (client.base_num_characters_allowed == 1)
// If only one character allowed, jump right to creating character.
client.base_NewMob()
del(src)
return
else
menu += BASE_MENU_CREATE_CHARACTER
if (length(available_char_names))
menu += BASE_MENU_DELETE_CHARACTER
menu += BASE_MENU_QUIT
// Let developer provide their own menu if they wish.
var/result = ChooseCharacterMenu(menu)
switch(result)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CREATE_CHARACTER)
client.base_NewMob()
del(src)
return
if (BASE_MENU_DELETE_CHARACTER)
// Give them a chance to delete something, but then they need to choose.
DeleteCharacter()
ChooseCharacter()
return
// They must have chosen a character, so load it.
var/mob/Mob = client.base_LoadMob(result)
if (Mob)
del(src)
else
ChooseCharacter()
proc/ChooseCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
if (length(available_char_names) < client.base_num_characters_allowed)
if (client.base_num_characters_allowed == 1)
// If only one character allowed, jump right to creating character.
client.base_NewMob()
del(src)
return
else
menu += BASE_MENU_CREATE_CHARACTER
if (length(available_char_names))
menu += BASE_MENU_DELETE_CHARACTER
menu += BASE_MENU_QUIT
// Let developer provide their own menu if they wish.
ChooseCharacterMenu(menu)
proc/ChooseCharacterMenu(list/menu)
// Given a list of menu options, display them and call ChooseCharacterResult() with the choice.
var/default = null
var/result = input(src, "Who do you want to be this fine day?", "Welcome to [world.name]!", default) in menu
ChooseCharacterResult(result)
proc/ChooseCharacterResult(menu_choice)
// Respond to the option the player chose from the character choosing menu.
switch(menu_choice)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CREATE_CHARACTER)
client.base_NewMob()
del(src)
return
if (BASE_MENU_DELETE_CHARACTER)
// Give them a chance to delete something, but then they need to choose.
DeleteCharacter()
return
// They must have chosen a character, so load it.
var/mob/Mob = client.base_LoadMob(menu_choice)
if (Mob)
del(src)
else
ChooseCharacter()
proc/DeleteCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
menu += BASE_MENU_CANCEL
menu += BASE_MENU_QUIT
// Let developer provide their own menu if they wish.
DeleteCharacterMenu(menu)
proc/DeleteCharacterMenu(list/menu)
// Given a list of menu options, display them and return the result.
var/default = null
return input(src, "Which character do you want to delete?", "Deleting character", default) in menu
proc/DeleteCharacterResult(menu_choice)
// Respond to the option the player chose from the character deletion menu.
switch(menu_choice)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CANCEL)
ChooseCharacter()
return
// They chose a character to delete.
client.base_DeleteMob(menu_choice)
ChooseCharacter()
return
client
var/tmp/savefile/_base_player_savefile
New()
// Let them choose/create a character.
if (base_autoload_character)
base_ChooseCharacter()
base_Initialize()
return
return ..()
Del()
// Save character.
if (base_autosave_character)
base_SaveMob()
// Delete mob.
if (base_autodelete_mob)
del(mob)
return ..()
proc/base_PlayerSavefile()
if (!_base_player_savefile)
// Put in players/[first_initial]/[ckey].sav
var/start = 1
var/end = 2
var/first_initial = copytext(ckey, start, end)
var/filename = "players/[first_initial]/[ckey].sav"
_base_player_savefile = new(filename)
return _base_player_savefile
proc/base_FirstTimePlayer()
var/mob/BaseCamp/FirstTimePlayer/first_mob = new()
first_mob.name = key
first_mob.gender = gender
mob = first_mob
return first_mob.FirstTimePlayer()
proc/base_ChooseCharacter()
// Switches the player to a choosing character mob.
// In case switching in middle of game, save previous mob.
base_SaveMob()
var/mob/BaseCamp/ChoosingCharacter/chooser
// Do they have any characters to choose from?
var/list/names = base_CharacterNames()
if (!length(names))
// They must be a first time player.
var/result = base_FirstTimePlayer()
if (!result)
// They weren't approved, so boot 'em.
del(src)
return
// Okay let them create their first character.
chooser = new()
mob = chooser
return
// If only one character is allowed, try to just load it.
if (base_num_characters_allowed == 1)
base_LoadMob(names[1])
return
chooser = new()
mob = chooser
return
proc/base_CharacterNames()
// Get the full names of all this player's characters.
var/list/names = new()
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
var/char_name
for (var/entry in characters)
F["[entry]/name"] >> char_name
names += char_name
return names
proc/base_NewMob()
// Give the player a standard mob.
// First save existing mob if necessary.
base_SaveMob()
var/mob/new_mob
new_mob = new world.mob()
new_mob.name = key
new_mob.gender = gender
mob = new_mob
// new_mob.base_Initialize()
// Clear out the savefile to keep it from staying open.
_base_player_savefile = null
return new_mob
proc/base_SaveMob()
// Saves the player's current mob based on the ckey of its name.
if (!mob || !mob.base_save_allowed)
return
// If we're saving verbs, move them over now.
if (base_save_verbs)
mob.base_saved_verbs = mob.verbs
var/savefile/F = base_PlayerSavefile()
var/mob_ckey = ckey(mob.name)
var/directory = "/players/[ckey]/mobs/[mob_ckey]"
F.cd = directory
F["name"] << mob.name
F["mob"] << mob
_base_player_savefile = null
proc/base_LoadMob(char_name)
// Look for a character with the ckey version of this name.
// If found, load it, set the client mob to it, and return it.
// Otherwise return null.
var/mob/new_mob
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
_base_player_savefile = null
F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
if (!characters.Find(char_ckey))
world.log << "[key]'s client.LoadCharacter() could not locate character [char_name]."
mob << "Unable to load [char_name]."
return null
F["[char_ckey]/mob"] >> new_mob
if (new_mob)
mob = new_mob
new_mob.base_InitFromSavefile()
// If we're doing verbs, set them now.
if (base_save_verbs && new_mob.base_saved_verbs)
for (var/item in new_mob.base_saved_verbs)
new_mob.verbs += item
return new_mob
return null
proc/base_DeleteMob(char_name)
// Look for a character with the ckey version of this name.
// If found, delete it.
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
F.dir.Remove(char_ckey)
Here is the problem(s) from this coding
C:\Program Files\BYOND\users\default\lib\deadron\characterhandling\impl ementation.dm:117:warning: empty 'else' clause
C:\Program Files\BYOND\users\default\lib\deadron\characterhandling\impl ementation.dm:149:warning: empty 'else' clause
C:\Program Files\BYOND\users\default\lib\deadron\characterhandling\impl ementation.dm:163:warning: empty 'else' clause
C:\Program Files\BYOND\users\default\lib\deadron\characterhandling\impl ementation.dm:202:warning: empty 'else' clause
Now heres the other to codings are this one is for spam.dm
proc/SGS_Filter_txt(txt)
var/stars
var/s_amount
var/mem
var/find_t
var/txtLen
var/Words[]
Words = new /list/
Words = list("fuck","shit","jerk","bitch","whore","fag","dick","gay" ,"lesbian","faggot","fag","pussy","cunt","cock","nigger")
if(Words.len)
memo:
for(mem = 1,mem < Words.len + 1,mem++)
find_t = findtext(txt,Words[mem])
if(find_t)
txtLen = length(Words[mem])
stars = null
s_amount = null
for(s_amount = 0,s_amount < txtLen,s_amount++)
stars += "*"
txt = copytext(txt,1,find_t) + stars + copytext(txt,find_t+txtLen,0)
if(findtext(txt,Words[mem])) goto memo
return txt
mob/var/tmp/SGS_kick_for_repeat
mob/var/tmp/SGS_remember_txt
mob/var/tmp/SGS_locked = 0
var/list/SGS_Spam_log_file
proc/SGS_AntiSpam(txt)
SGS_log_spam(txt)
var/spam = list("")
for(var/m in spam)
if(SGS_allow_beep == 0)
if(findtext(txt,m))
return ""
else if(SGS_allowhtml == 0) return SGS_AntiSpam2(copytext(html_encode(txt),1,SGS_Brake_txt))
else if(SGS_allowhtml == 1) return SGS_AntiSpam2(copytext(html_encode(txt),1,SGS_Brake_txt))
proc/SGS_AntiSpam2(txt)
if(usr.SGS_locked == 0)
if(usr.SGS_remember_txt == txt)
usr.SGS_kick_for_repeat ++
else
usr.SGS_remember_txt = txt
usr.SGS_kick_for_repeat = null
usr.SGS_kick_for_repeat ++
if(usr.SGS_kick_for_repeat == SGS_spam_num)
usr.SGS_locked = 1
usr.SGS_kick_for_repeat = null
usr.SGS_remember_txt = null
spawn(10) usr << "Your no muted, by Spam Protector you can talk in [SGS_Bantime] Ticks"
spawn(SGS_Bantime) usr.SGS_locked = 0
return txt
SGS_reset()
proc/SGS_reset()
spawn(SGS_Waittime) usr.SGS_kick_for_repeat = null
proc/SGS_log_spam(txt)
if(SGS_Safe_Log_txt == 1)
var/txt2 = "
[usr] said at time: [time2text(world.realtime,"MMM DD hh:mm")] : [txt]"
SGS_Spam_log_file.Add(txt2)
world/New()
SGS_Spam_log_file = new/list
if(SGS_CrashGuard == 1) Lag_Guard()
client/New()
..()
src << "Guarded By Spam Protector (V.2.1)"
proc/Safe_Guard(txt)
return SGS_Filter_txt(SGS_AntiSpam(txt))
var/SGS_Brake_txt = 100
var/SGS_spam_num = 3
var/SGS_allow_beep = 0
var/SGS_Safe_Log_txt = 1
var/SGS_allowhtml = 0
var/SGS_CrashGuard = 0
var/SGS_Waittime = 100
var/SGS_Bantime = 100
mob/var/SGS_Stop_all_txt = 0
var/tick_mem
proc/Lag_Guard()
tick_mem = world.tick_lag
spawn while(1)
if(world.cpu >= 50)
world.tick_lag += 1
if(world.cpu <= 49)
if(!world.tick_lag == tick_mem)
world.tick_lag -= 1
sleep(10)
the problem for spam.dm is:
Spam.dm:40:warning: empty 'else' clause
Now for tile.dm the code is:
mob
var
pword = ""
obj
var/owner = ""
icon = 'tiles.dmi'
P_Bag
icon_state = "pbag"
verb
Punch()
set src in oview(1)
usr.experience += 3
checklevel(usr)
Blue_Berry_Bush
icon_state = "bluebush"
verb
Eat()
set src in oview(1)
view() << "[usr] eats a blue berry!"
usr.HP += 35
Red_Berry_Bush
icon_state = "redbush"
verb
Eat()
set src in oview(1)
view() << "[usr] eats a red berry!"
usr.HP += 35
WarpVillage
icon_state = "altwarp"
density = 1
verb
Leave()
set src in oview(1)
usr.loc = locate(2,2,6)
WarpHomes
icon_state = "altwarp"
density = 1
verb
Leave()
set src in oview(1)
usr.loc = locate(2,2,7)
WarpArena
icon_state = "altwarp"
density = 1
verb
Leave()
set src in oview(1)
usr.loc = locate(2,2,8)
usr.verbs+=/mob/Special/verb/Attack
WarpBuild
icon_state = "altwarp"
density = 1
verb
Leave()
set src in oview(1)
usr.loc = locate(2,2,9)
usr.verbs+=/mob/Special/verb/P_Bag
usr.verbs+=/mob/Special/verb/Red_Berry_Bush
usr.verbs+=/mob/Special/verb/Blue_Berry_Bush
usr.verbs+=/mob/Special/verb/Plowed_Land
usr.verbs+=/mob/Special/verb/Refrigerator
usr.verbs+=/mob/Special/verb/Shelves
usr.verbs+=/mob/Special/verb/Bookcase
usr.verbs+=/mob/Special/verb/Ladder
usr.verbs+=/mob/Special/verb/Rug
usr.verbs+=/mob/Special/verb/Welcome_Mat
usr.verbs+=/mob/Special/verb/Display_Case
usr.verbs+=/mob/Special/verb/Stove
usr.verbs+=/mob/Special/verb/Microwave
usr.verbs+=/mob/Special/verb/Well
usr.verbs+=/mob/Special/verb/Paneled_Wall
usr.verbs+=/mob/Special/verb/HardWood_Floor
usr.verbs+=/mob/Special/verb/Gravel
usr.verbs+=/mob/Special/verb/White_Tile
usr.verbs+=/mob/Special/verb/Fancy_Wall
usr.verbs+=/mob/Special/verb/Wooden_Floor
usr.verbs+=/mob/Special/verb/Sign
usr.verbs+=/mob/Special/verb/Table
usr.verbs+=/mob/Special/verb/Chair
usr.verbs+=/mob/Special/verb/Glass_Wall
usr.verbs+=/mob/Special/verb/Metal_Wall
usr.verbs+=/mob/Special/verb/Bathtub
usr.verbs+=/mob/Special/verb/Bed
usr.verbs+=/mob/Special/verb/Fire
usr.verbs+=/mob/Special/verb/Lava
usr.verbs+=/mob/Special/verb/TV
usr.verbs+=/mob/Special/verb/Toilet
usr.verbs+=/mob/Special/verb/Sink
usr.verbs+=/mob/Special/verb/Blue_Carpet
usr.verbs+=/mob/Special/verb/Fancy_Tile
usr.verbs+=/mob/Special/verb/Box
usr.verbs+=/mob/Special/verb/Pot
usr.verbs+=/mob/Special/verb/Water
usr.verbs+=/mob/Special/verb/Stone_Floor
usr.verbs+=/mob/Special/verb/Red_Floor
usr.verbs+=/mob/Special/verb/Purple_Floor
usr.verbs+=/mob/Special/verb/Green_Floor
usr.verbs+=/mob/Special/verb/Black_Floor
usr.verbs+=/mob/Special/verb/Door
usr.verbs+=/mob/Special/verb/Ice
usr.verbs+=/mob/Special/verb/Space_Floor
usr.verbs+=/mob/Special/verb/Sound_System
usr.verbs+=/mob/Special/verb/Space_Wall
usr.verbs+=/mob/Special/verb/X_Box
usr.verbs+=/mob/Special/verb/GameCube
usr.verbs+=/mob/Special/verb/PS2
usr.verbs+=/mob/Special/verb/Tree
usr.verbs+=/mob/Special/verb/Water_Fountain
usr.verbs+=/mob/Special/verb/Frozen_Water
usr.verbs+=/mob/Special/verb/Laptop
usr.verbs+=/mob/Special/verb/Sand
usr.verbs+=/mob/Special/verb/Gameboy_Advance
usr.verbs+=/mob/Special/verb/PC
WarpReturn
icon_state = "altwarp"
density = 1
verb
Leave()
set src in oview(1)
usr.loc = locate(49,52,2)
usr.verbs-=/mob/Special/verb/Attack
usr.verbs-=/mob/Special/verb/P_Bag
usr.verbs-=/mob/Special/verb/Red_Berry_Bush
usr.verbs-=/mob/Special/verb/Blue_Berry_Bush
usr.verbs-=/mob/Special/verb/Plowed_Land
usr.verbs-=/mob/Special/verb/Refrigerator
usr.verbs-=/mob/Special/verb/Shelves
usr.verbs-=/mob/Special/verb/Bookcase
usr.verbs-=/mob/Special/verb/Ladder
usr.verbs-=/mob/Special/verb/Rug
usr.verbs-=/mob/Special/verb/Welcome_Mat
usr.verbs-=/mob/Special/verb/Display_Case
usr.verbs-=/mob/Special/verb/Stove
usr.verbs-=/mob/Special/verb/Microwave
usr.verbs-=/mob/Special/verb/Well
usr.verbs-=/mob/Special/verb/Paneled_Wall
usr.verbs-=/mob/Special/verb/HardWood_Floor
usr.verbs-=/mob/Special/verb/Gravel
usr.verbs-=/mob/Special/verb/White_Tile
usr.verbs-=/mob/Special/verb/Fancy_Wall
usr.verbs-=/mob/Special/verb/Wooden_Floor
usr.verbs-=/mob/Special/verb/Sign
usr.verbs-=/mob/Special/verb/Table
usr.verbs-=/mob/Special/verb/Chair
usr.verbs-=/mob/Special/verb/Glass_Wall
usr.verbs-=/mob/Special/verb/Metal_Wall
usr.verbs-=/mob/Special/verb/Bathtub
usr.verbs-=/mob/Special/verb/Bed
usr.verbs-=/mob/Special/verb/Fire
usr.verbs-=/mob/Special/verb/Lava
usr.verbs-=/mob/Special/verb/TV
usr.verbs-=/mob/Special/verb/Toilet
usr.verbs-=/mob/Special/verb/Sink
usr.verbs-=/mob/Special/verb/Blue_Carpet
usr.verbs-=/mob/Special/verb/Fancy_Tile
usr.verbs-=/mob/Special/verb/Box
usr.verbs-=/mob/Special/verb/Pot
usr.verbs-=/mob/Special/verb/Water
usr.verbs-=/mob/Special/verb/Stone_Floor
usr.verbs-=/mob/Special/verb/Red_Floor
usr.verbs-=/mob/Special/verb/Purple_Floor
usr.verbs-=/mob/Special/verb/Green_Floor
usr.verbs-=/mob/Special/verb/Black_Floor
usr.verbs-=/mob/Special/verb/Door
usr.verbs-=/mob/Special/verb/Ice
usr.verbs-=/mob/Special/verb/Space_Floor
usr.verbs-=/mob/Special/verb/Sound_System
usr.verbs-=/mob/Special/verb/Space_Wall
usr.verbs-=/mob/Special/verb/X_Box
usr.verbs-=/mob/Special/verb/GameCube
usr.verbs-=/mob/Special/verb/PS2
usr.verbs-=/mob/Special/verb/Tree
usr.verbs-=/mob/Special/verb/Water_Fountain
usr.verbs-=/mob/Special/verb/Frozen_Water
usr.verbs-=/mob/Special/verb/Laptop
usr.verbs-=/mob/Special/verb/Sand
usr.verbs-=/mob/Special/verb/Gameboy_Advance
usr.verbs-=/mob/Special/verb/PC
Water_Well
icon_state = "simplewell"
density = 1
verb
Drink()
set src in oview(1)
view() << "[usr] drinks from the well!"
usr.HP += 10
Refrigerator
icon_state = "fridge"
density = 1
verb
Get_Food()
set src in oview(1)
view() << "[usr] gets some food!"
usr.HP += 20
Microwave
icon_state = "micro"
density = 1
verb
Nuke_Food()
set src in oview(1)
view() << "[usr] nukes food in microwave!"
usr.HP += 25
Stove
icon_state = "stove"
density = 1
verb
Cook_Food()
set src in oview(1)
view() << "[usr] cooks food on stove!"
usr.HP += 30
PC
icon_state = "pc"
density = 1
verb
Research()
set src in oview(1)
view() << "[usr] researches!"
Play_Starcraft()
set src in oview(1)
view() << "[usr] plays Starcraft!"
Play_SWAT3()
set src in oview(1)
view() << "[usr] plays S.W.A.T3!"
Go_Online()
set src in oview(1)
view() << "[usr] goes online!"
Play_Extreme_Paintbrawl()
set src in oview(1)
view() << "[usr] plays Extreme Paintbrawl!"
Sign
var/msg
icon_state = "sign"
density = 1
SignWelc
icon_state = "sign"
density = 1
Click()
usr<<"Welcome to Monster Builder!"
SignJail
icon_state = "sign"
density = 1
Click()
usr<<"Jail!"
SignVill
icon_state = "sign"
density = 1
Click()
usr<<"Village Enterance!"
SignVill2
icon_state = "sign"
density = 1
Click()
usr<<"Village Exit!"
SignVill3
icon_state = "sign"
density = 1
Click()
usr<<"Welcome to Mon Village!"
SignGMOff
icon_state = "sign"
density = 1
Click()
usr<<"GM Office!"
SignB
icon_state = "sign"
density = 1
Click()
usr<<"Building Area!"
SignFA
icon_state = "sign"
density = 1
Click()
usr<<"Fighting Arena!"
SignGGSS
icon_state = "sign"
density = 1
Click()
usr<<"GemGames Skyscraper!"
SignIS
icon_state = "sign"
density = 1
Click()
usr<<"Icon Shop"
SignPH
icon_state = "sign"
density = 1
Click()
usr<<"Permanent Homes!"
SignPB
icon_state = "sign"
density = 1
Click()
usr<<"Public Bathroom!"
SignHospital
icon_state = "sign"
density = 1
Click()
usr<<"Hospital!"
SignOut
icon_state = "sign"
density = 1
Click()
usr<<"Outside"
Table
icon_state = "table1"
density = 1
Chair
icon_state = "chair"
Bathtub
icon_state = "tub"
density=1
Click()
usr<<"You Have A Bath!"
sleep(100)
usr<<"You Stop Having A Bath!"
Bed
icon_state = "bed"
Click()
usr<<"You Sleep!"
sleep(100)
usr<<"You wake up!"
Fire
icon_state = "fire"
density = 1
TV
icon_state = "tv"
density = 1
verb/Watch()
set src in oview(1)
view() << "[usr] starts to watch Television."
usr.HP += 1
verb/Change_Channel()
set src in oview(1)
view() << "[usr] changes the channel."
Toilet
icon_state = "toilet"
density = 1
verb/Use()
set src in oview(1)
view() << "[usr] uses the toilet."
usr.HP += 5
verb/Flush()
set src in oview(1)
view() <<"[usr] flushes the toilet."
Sink
icon_state = "sink"
density = 1
verb
Drink()
set src in oview(1)
view() << "[usr] drinks from the sink!"
usr.HP += 10
Wash_Hands()
set src in oview(1)
view() << "[usr] washes hands."
Water
icon_state = "water"
density = 1
Plowed_Land
icon_state = "plowed"
Blue_Carpet
icon_state = "bluecarpet"
Fancy_Tile
icon_state = "tile2"
Stone_Floor
icon_state = "stonefloor"
Red_Floor
icon_state = "redfloor"
Purple_Floor
icon_state = "purpfloor"
Green_Floor
icon_state = "greenfloor"
Black_Floor
icon_state = "blackfloor"
Box
icon_state = "box"
density = 1
Pot
icon_state = "pot"
density = 1
Glass_Wall
icon_state = "glass"
density = 1
Metal_Wall
icon_state = "metal"
density = 1
Door
var/open = 0
var/see
var/pword = ""
icon_state = "doorshut"
name = "Door"
density = 1
opacity = 0
proc/tryit(var/mob/m)
set background = 1
if(src.open == 1)
return 0
if(src.owner == "[m.name]")
if(src.pword != "none")
m << "Remeber, the password for your door is [src.pword]"
src.open()
return 0
if(src.pword == "none")
src.open()
return 0
if(m.gmlev >= 3)
m << "[src.pword]"
m.choice = input("What is the password?","Door")as text
if(m.choice == src.pword)
src.open()
return 0
else
m << "INCORRECT PASSWORD!"
return 0
proc/open()
set background = 1
src.density = 0
src.opacity = 0
src.open = 1
flick("opening",src)
src.icon_state = "dooropen"
sleep(40)
src.density = 1
src.open = 0
flick("closing",src)
src.icon_state = "doorshut"
PS2
icon_state = "ps2"
density = 1
verb
Play_The_Thing()
set src in oview(1)
view() << "[usr] plays The Thing!"
Play_Grand_Theft_Auto_3()
set src in oview(1)
view() << "[usr] plays GTA3!"
Play_Sicom()
set src in oview(1)
view() << "[usr] plays Sicom!"
Play_Stuntman()
set src in oview(1)
view() << "[usr] plays Stuntman!"
Play_Onimusha_2()
set src in oview(1)
view() << "[usr] plays Onimusha 2!"
X_Box
icon_state = "xbox"
density = 1
verb
Play_Halo()
set src in oview(1)
view() << "[usr] plays Halo!"
Play_Dead_to_Rights()
set src in oview(1)
view() << "[usr] plays Dead to Rights!"
Play_Shenmue_2()
set src in oview(1)
view() << "[usr] plays Shenmue 2!"
Play_Dead_or_Alive_3()
set src in oview(1)
view() << "[usr] plays Dead or Alive 3!"
Play_Onimusha_Genka()
set src in oview(1)
view() << "[usr] plays Onimusha Genka!"
Gamecube
icon_state = "gamecube"
density = 1
verb
Play_Luigis_Mansion()
set src in oview(1)
view() << "[usr] plays Luigis Mansion!"
Play_Super_Smash_Brothers_Melee()
set src in oview(1)
view() << "[usr] plays Super Smash Brothers Melee!"
Play_Mario_Sunshine()
set src in oview(1)
view() << "[usr] plays Mario Sunshine!"
Play_Animal_Crossing()
set src in oview(1)
view() << "[usr] plays Animal Crossing!"
Play_TimeSplitters_2()
set src in oview(1)
view() << "[usr] plays TimeSplitters 2!"
Water_Fountain
icon_state = "fountain"
density = 1
verb
Drink()
set src in oview(1)
view() << "[usr] drinks from the Fountain!"
usr.HP +=25
Laptop
icon_state = "laptop"
density = 1
verb
Play_Diablo_2()
set src in oview(1)
view() << "[usr] plays Diablo 2!"
Play_Starcraft()
set src in oview(1)
view() << "[usr] plays Starcraft!"
Play_SWAT3()
set src in oview(1)
view() << "[usr] plays S.W.A.T3!"
Go_Online()
set src in oview(1)
view() << "[usr] goes online!"
Play_Extreme_Paintbrawl()
set src in oview(1)
view() << "[usr] plays Extreme Paintbrawl!"
Gameboy_Advance
icon_state = "GBA"
density = 1
verb
Play_Breath_of_Fire_2()
set src in oview(1)
view() << "[usr] plays Breath of Fire 2!"
Play_Golden_Sun()
set src in oview(1)
view() << "[usr] plays Golden Sun!"
Play_Wolfenstein3D()
set src in oview(1)
view() << "[usr] plays Wolfenstein3D!"
Play_Advance_Wars()
set src in oview(1)
view() << "[usr] plays Advance Wars!"
Play_Super_Mario_2()
set src in oview(1)
view() << "[usr] plays Super Mario 2!"
Tree
icon_state = "tree"
density = 1
Radiator
icon_state = "radiator"
density = 1
Shelves
icon_state = "shelves"
density = 1
Bookcase
icon_state = "bookcase"
density = 1
Ladder
icon_state = "ladder"
density = 1
Rug
icon_state = "rug"
WMat
icon_state = "wmat"
DCase
icon_state = "dcase"
density = 1
turf
icon = 'tiles.dmi'
Grass
icon_state = "grass"
Paneled_Wall
icon_state = "crudewall"
density = 1
opacity = 1
HardWood_Floor
icon_state = "crudefloor"
Gravel
icon_state = "gravel"
White_Tile
icon_state = "btile"
Fancy_Wall
icon_state = "modernwall"
density = 1
opacity = 1
Wooden_Floor
icon_state = "modernfloor"
Lava
icon_state = "lava"
density = 1
Water
icon_state = "water"
density = 1
Plowed_Land
icon_state = "plowed"
Blue_Carpet
icon_state = "bluecarpet"
Fancy_Tile
icon_state = "tile2"
Stone_Floor
icon_state = "stonefloor"
Red_Floor
icon_state = "redfloor"
Purple_Floor
icon_state = "purpfloor"
Green_Floor
icon_state = "greenfloor"
Black_Floor
icon_state = "blackfloor"
Ice
icon_state = "ice"
Entered(mob/o)
var/a = usr.dir
o.icy = 1
sleep(1)
step(usr,a)
Exited(mob/o)
o.icy = 0
Frozen_Water
icon_state = "freezewater"
density = 1
SSystem
icon_state = "ssystem"
density = 1
Desert
icon_state = "desert"
Black
icon_state = "b"
SWall
icon_state = "swall"
density=1
opacity=1
SFloor
icon_state = "sfloor"
stars
icon_state="stars"
world
turf = /turf/Grass
proc
checklevel(mob/M in world)
if (M.experience >= M.experiencetolevel)
M.experience = 0
M.experiencetolevel *= 2
M << "You gain a level!"
M.level += 1
M.attack += rand(1,3)
M.defense += rand(1,3)
the problem for this is this
Tiles.dm:429:warning: empty 'else' clause
How can i fix these problems?
can anyone tell me please?</<></<></<></<></< ></<></<></<></<></ <></<></<></<></<>