ID:164660
 
Okay, I know the basics ect of creating stat panels, I just needed to know how to create it so diffrent type of characters have diffrent stat panels, I.E. If you were to select goblin you'd have a diffrent stat panel layout to say if you were to select human. If anyone could help it would be a great aprechiation. It's probebly something stupid and easy that ive missed.
mob
Stat()
if(idiot==0)
//Stuff here
if(idiot==1)
//Other stuff here


And so on. I didn't use indents so you'll have to do it yourself, and I don't really know if the ..() is actually needed in a Stat proc, so I left it out.
In response to RedlineM203
You only need to use ..() if you are defining various STat()'s.I mean, if you are coding the Stat() in two different code files, for example, you must add ..(), becauseo therwise only ONE "definition" will be taken into account.
In response to Gooseheaded
Thanks guys. I thought it would be something stupidly easy like that..
In response to RedlineM203
Sounds like he is dealing with different mob types, if so you should take the smarter way and actually use the fact Stat() is an object proc; override it for multiple types.
mob/character
var/hp = 10 //all characters have this var
Stat() //overriding a Stat() proc for all mob/character's
stat("Hit Points:",src.hp)
goblin // a mob/character subtype
var/goblin_skill = 0 //goblin-specific var
Stat() //override Stat() for this subtype
..() //call the parent proc - the above mob/character/Stat() which displays the Hit Points
stat("Goblin Skill:",src.goblin_skill)
knight //another subtype
var/sword_power = 0
Stat()
..()
stat("Sword Power:",src.sword_power)


<small>not to mention your specific example has horrible coding practices :o</small>