ok i am making a new game and it has a battle system but i have one problem i've made so you can upgrade your self in battle and i use
[CODE]
startcombat(var/mob/monsters/M) //defining the procedure that starts the battle
if(M==null) //if the monster is already dead.
return //return and stop the battle loop.
if(src.isdead>0) //if you have died.
return //return and stop the battle loop.
if(src.upgrade==1)
var/upgrade=input(src,"Whould you like to use a upgrade attack?","Your Turn")in list("Twister","Cancel")
switch(upgrade) //switch to what you picked to do.
if("Attack") //if you picked attack
src.Attack(M)
if("Cancel")
return
sleep(15) //or else sleep for 1.5 seconds.
var/whatdo=input(src,"What would you like to do?","Your Turn")in list("Attack","Battle Chip","Defend","Run") //pick what you want to do in the battle.
switch(whatdo) //switch to what you picked to do.
if("Attack") //if you picked attack
src.Attack(M) //send them to the attack proc with the monster as the target
if("Battle Chip") //if picked spell
src.BC(M) //send them to the spell picking procedure with the monster as the target.
if("Defend") //if you choose to defend
src.Defend(M) //let them defend against the monsters attack.
if("Run") //if you picked run
src.Run(M) //let them try and run.
[/CODE]
See the upgrade bit i want that to come up if upgrade is 1 but when its 0 the thing still pops up how i stop that and i do get battles.dm:44::warning: empty switch statement ERROR
Thanks for the help
ID:171394
Oct 1 2004, 9:33 pm
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In response to Crispy
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ok thx i got working but now how if i hit cancel it will go to the whatdo bit?
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The warning is because you forgot to indent the cases underneath the switch(). Also, you're testing for "Attack" when you should be testing for "Twister".