ID:149134
 
This code says:

mob
Login()
world << "[usr] has logged in!"
usr.Alignment = rand(1,2)
if(usr.Alignment == 1)
usr.icon = 'Goku.dmi'
verb
say(msg as text)
world << "[usr]: [msg]!"
else
usr.icon = 'evil.dmi'
verb
say(msg as text)
world << "[usr]: [msg]!"




mob
var
Alignment
Race

Errors: 9: error:proc definition not allowed inside another proc. (BTW, this is the first lines)
Errors: 19: unbalanced }, but it flags the mob before var.
Drafonis wrote:
This code says:

mob
Login()
var/character
world << "[usr] has logged in!"
usr.Alignment = rand(1,2)
if(usr.Alignment == 1)
character = new /mob/Goku
if(usr.Alignment == 2)
character = new /mob/Evil
src.client.mob = character


mob
Goku
icon = 'Goku.dmi'
verb
say(msg as text)
world << "[usr]: [msg]!"
Evil
icon = 'evil.dmi'
verb
say(msg as text)
world << "[usr]: [msg]!"



Umm, That should work, I never tested, but o whell, and BTW that was not "Extremely Complicated
In response to Shun Di
Why do you have 2 say verbs anyway? Seems kinda silly to me.
In response to ADDiCt
LoL, <font size = 7>WOOT WOOT</font>, I just thought I should leave what he put on his origional post(there could be some top secret evil master plan behind those 2 say verbs, you never know),<font size = 7>WOOT WOOT</font>.
In response to Shun Di
Shun Di wrote:
Drafonis wrote:
This code says:

mob
Login()
var/character
world << "[usr] has logged in!"
usr.Alignment = rand(1,2)
if(usr.Alignment == 1)
character = new /mob/Goku
if(usr.Alignment == 2)
character = new /mob/Evil
src.client.mob = character


mob
Goku
icon = 'Goku.dmi'
verb
say(msg as text)
world << "[usr]: [msg]!"
Evil
icon = 'evil.dmi'
verb
say(msg as text)
world << "[usr]: [msg]!"



Umm, That should work, I never tested, but o whell, and BTW that was not "Extremely Complicated
I meant that is was a complicated function.
Why are you trying to declare say verbs in the middle of the Login() proc? That's just not how it works, sorry.

The proper way to declare a say verb:

<code>mob/verb/say(message as text) world << "[src]: [message]"</code>

Your Login() proc should look like this:

<code>mob/Login() // Don't don't build another DBZ game world << "[usr] has logged in!" // Don't don't build another DBZ game usr.Alignment = rand(1,2) // Don't don't build another DBZ game if(usr.Alignment == 1) // Don't don't build another DBZ game usr.icon = 'not_another_DBZ_game_please.dmi' // Don't don't build another DBZ game else // Don't don't build another DBZ game usr.icon // Don't don't build another DBZ game= 'i_shalt_vow_not_to_help_dbzers_code.dmi'</code>
// Don't don't build another DBZ game
In response to Foomer
LOL
In response to Foomer
Foomer wrote:
Why are you trying to declare say verbs in the middle of the Login() proc? That's just not how it works, sorry.

The proper way to declare a say verb:

<code>mob/verb/say(message as text) > world << "[src]: [message]"</code>

Your Login() proc should look like this:

<code>mob/Login() > // Don't don't build another DBZ game > world << "[usr] has logged in!" > // Don't don't build another DBZ game > usr.Alignment = rand(1,2) > // Don't don't build another DBZ game > if(usr.Alignment == 1) > // Don't don't build another DBZ game > usr.icon = 'not_another_DBZ_game_please.dmi' > // Don't don't build another DBZ game > else > // Don't don't build another DBZ game > usr.icon > // Don't don't build another DBZ game= 'i_shalt_vow_not_to_help_dbzers_code.dmi'</code>
// Don't don't build another DBZ game

Oh, no. It's like EEK! He's trying to make a DBZ game with an original system! From scratch! Ah! (BTW, that was sarcasm)