I also want to no how to do it so that wen you start a box cums up that has a grid uv colors and also a box for enter HTML colors, and you can click on a color or make up yor own, and wen you make up yor own it checks to make ser that you ar not cheeting.
// ** In controls.dm **
world
mob=/mob/player
atom
movable/animate_movement=0
proc/BumpInto(osrc)
var/owner=MASTER_KEY
mob
player
text="<font color=#FFFFFF>@</font>"
density=1
var
started=0
helth=100
ammo=0
gems=0
score=0
Login()
if(started==0)
text="<font color=#"+input("Select color (HTML format, \
rrggbb without #)")+">@</font>"
loc=locate(/turf/Flor/start_pos)
started=1
Bump(Blockage) // Wat hapens wen you touch a object
Blockage:BumpInto(src)
Stat()
statpanel("Inventory",src.contents)
// ** In objects.dm **
telafone //***
density=1
text="<font color=#019A01>)"
DblClick()
usr << browse("Telafone Number: [tag]<br>\
Pick Up: [pickup]<br>Uther Telafone: [utherfone]")
var
utherfone=null
pickup=0
New()
tag="telafone_"+copytext(name,2)
name="telafone"
return ..()
proc
ringing(fromcall)
utherfone=fromcall
pickup=0
view(src) << "The telafone is ringing!"
for(var/i=0,i<8,i++)
text="<font color=#C1FAC1>)"
view(src) << 'telafone.wav'
sleep(7)
text="<font color=#019A01>)"
if(pickup==1)
view(src) << "[usr] picked up the telafone"
return 1
sleep(7)
if(pickup==1)
view(src) << "[usr] picked up the telafone"
return 1
view(src) << "It ring to much times and now it\
atomaticly hang up<br>"
view(utherfone) << "It ring to much times and now it\
atomaticly hang up<br>"
utherfone:pickup=0
utherfone:utherfone=null
utherfone=null
BumpInto(osrc)
if(pickup==0 && utherfone==null)
var/hu_to_call=input("Wat telafone number do you want to call?")
if(hu_to_call=="") return 0
var/call_object=locate("telafone_"+hu_to_call)
if(!call_object)
osrc << "Ther is no such telafone number as that!"
return 0
osrc << "You ar calling [hu_to_call] on the telafone"
utherfone=call_object
pickup=1
call_object:ringing(src)
return 0
if(pickup==0 && utherfone!=null)
osrc << "You pick up telafone"
view(1,utherfone) << "Thay pick up telafone"
pickup=1
return 0
if(pickup==1)
var/wat_to_say=input("Wat do you want to say? (+++ to hang-up)")
if(wat_to_say=="") return 0
if(wat_to_say=="+++")
view(utherfone) << "Thay hang up."
utherfone:pickup=0
utherfone:utherfone=null
pickup=0
utherfone=null
osrc << "You hang up."
return 0
osrc << "You say \"<u>[wat_to_say]</u>\" on the telafone"
view(1,utherfone) << "Thay say \"<u>[wat_to_say]</u>\
\" on telafone"
return 0
// ** In telafone.dm **
obj/telafone
t000000;t000001
It will also help to use more than one space to represent a tab in your code; I recommend using at least two spaces.
Lummox JR