Hi, i have been have alot of trouble lately finding a way to put some sort of character creation into my game such as "please choose a skintone","please choose a hairstyle","please choose a hair color","please choose a name". and such.. i was just wondering if somebody could possibly provide me with instructions along with a code, thanks! P.S Ive never coded before.
Jul 5 2014, 12:22 pm
Best response
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I recommend you read the guide to do this. I'll recommend you start doing this by using procs like Click Switch, and Input.
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Alright, I was able to find a demo of a character creation that i then put into my game but now have 1 problem, everything works fine except things like armor and clothing that i put at the spawn point no longer appear in-game, please take a look at the code below
| | \ / mob/Login() //During Login usr.icon='base.dmi' //Put Zeta_Icon as the user's Icon usr.overlays+='SSJ.dmi' //Put SSJ hair as ovelay usr.loc = locate(5,5,1) return..() mob var pl=1000 maxpl=1000 weightdown=0 obj/AkatsukiHat name="AkatsukiHat" icon='AkatHat.dmi' var/worn=0 verb Get() set src in oview(1) set category = null Move(usr) Wear() set category = null if(worn==0) usr.overlays+=src.icon src.worn+=1 src.suffix="<Worn>" usr<<"You wear [src]." usr.weightdown+=1 else usr.overlays-=src.icon src.worn-=1 src.suffix="" usr<<"You takeoff [src]." usr.weightdown-=1 Drop() set category = null if(worn==1) usr.overlays-=src.icon src.suffix="" src.worn-=1 usr.weightdown-=1 usr<<"You drop [src]." src.loc = locate(usr.x,usr.y,usr.z) mob Stat() statpanel("[usr]") stat(src) stat("") stat("Powerlevel:","[usr.pl]/[usr.maxpl]") statpanel("Inventory") stat("Your Items:","") stat(usr.contents) mob Move() if(usr.weightdown==1) usr.maxpl+=(rand(10,100)) ..() obj/AkatsukiRobe name="AkatsukiRobe" icon='AkatRobe.dmi' var/worn=0 verb Get() set src in oview(1) set category = null Move(usr) Wear() set category = null if(worn==0) usr.overlays+=src.icon src.worn+=1 src.suffix="<Worn>" usr<<"You wear [src]." usr.weightdown+=1 else usr.overlays-=src.icon src.worn-=1 src.suffix="" usr<<"You takeoff [src]." usr.weightdown-=1 Drop() set category = null if(worn==1) usr.overlays-=src.icon src.suffix="" src.worn-=1 usr.weightdown-=1 usr<<"You drop [src]." src.loc = locate(usr.x,usr.y,usr.z) mob player icon = 'base.dmi' obj/RedAura name="GM RedAura" icon='Aura Red.dmi' var/worn=0 verb Get() set src in oview(1) set category = null Move(usr) Wear() set category = null if(worn==0) usr.overlays+=src.icon src.worn+=1 src.suffix="<Worn>" usr<<"You wear [src]." usr.weightdown+=1 else usr.overlays-=src.icon src.worn-=1 src.suffix="" usr<<"You takeoff [src]." usr.weightdown-=1 Drop() set category = null if(worn==1) usr.overlays-=src.icon src.suffix="" src.worn-=1 usr.weightdown-=1 usr<<"You drop [src]." src.loc = locate(usr.x,usr.y,usr.z) //----------------------------------------------------------------- mob var Eyes // Define a couple of description variables, for the tutorial's sake. Hair choices // This defines the type of mobs that you can choose. icon = 'base.dmi' /* All of the following mobs will have this icon. No need to do it multiple times, so I just define it at the base.*/ Boy // More choices. You can change these to your desire. Girl verb Look_at(mob/M as mob in oview(1)) // Make the 'Look at' verb require an arguement of a mob who is one space away from you. src << "You look at [M]." src << "[M] has [M.Eyes] eyes, and [M.Hair] hair." // Display the target mob's variables to whoever used the verb. login_mob // This is the login mob. Login() // Now is when the fun begins. This is the Login() proc that is called when login_mob logs in. var/mob_path = "mob/choices/" // This is where we define the path for the race selections. var/choice = input("Please select a skintone") in list ("White","Tan","Dark") // Defines the variable 'choice' to what they choose. mob_path += choice // Add their choice to mob_path, making it the mob they want. var/mob/choices/new_mob = new(mob_path) // This creates the mob of choice, and defines the reference as 'new_mob' new_mob.icon_state = choice // Appoint the correct icon state to it. new_mob.Eyes = input("Please select your eye color.") in list ("Blue","Green") // This, as you've probably figured out, sets new_mob's Eyes variable, to the selection made. new_mob.Hair = input("Please select your hair color.") in list ("Black","Blonde") // This does the same as above, but with their Hair variable. new_mob.name = input("Please select a name.") as text // This will prompt the user to select a name for the new mob. new_mob.Move(locate(1,1,1)) // This will move the new_mob to the very lower left hand corner. src.client.mob = new_mob // This sets the person who logged in's mob to new_mob, making them the mob they've just customized. del(src) // No need for the emp turf/grass/icon = 'grass.dmi' // Defines a grass turf. world mob = /mob/login_mob // This define the mob that the users are set to, when they first log in. turf = /turf/grass // Define the default turf for the world. maxx = 20 // No need for making a map, so this will set the world's max X and max Y. maxy = 20 view = 5 |