turf
grass
icon = 'grass.dmi'
mob
Login()
usr << sound('fuel.mid', 1)
usr.loc=locate(7,7,1)
..()
world/mob = /mob/PC //This makes the default mob to login to a PC.
mob/PC/Login() //Let's get started:
density = 0
Move(locate(0,0,0))
src << sound('OEML-1169[2].mid', 1)
var/I = input("What would you like to do?","Logging in:","Continue") in list("Continue","Create New Character") //The input command is made so you can get information from whoever is defined and make the variable defined before the input() that value.
if(I == "Continue") //If the player selected continue...
var/savefile/F = new(client.Import()) //Ok, this is an advanced concept so if you get confused by this, skip it because all you really need to know is the format: savefile is a type like mob, obj, turf, area, atom, and so on are. When you create a new savefile, it is saved in the area specified (in this I do not specify a file path because client.Import does it for me.). client.Import will save it in your \BYOND\users\[Your name here]\Keyinfo\ folder... When I get to client.Export (the second part of this, the actual saving of it in other words) I will explain this some more...
if(F) //If there was a file there...
Read(F) //Read the mob specified in the file. The Read() proc reads all vars in the mob in the savefile (tmp vars are not saved, which I will show you a little later in the grouping procedures section.).
else
usr << "You don't have a character saved!"
I = "Create New Character" //Turn I back to "Create New Character" so when it gets to that part of the proc below, it will make the person create a new one.
if(I == "Create New Character") //If they selected to create a new character or if it couldn't find a savefile which is defined above...
Name_Character() //Call this proc which is defined below the Login() proc. This is the same as calling src.Name_Character().
var/C = input("What would you like your character to be?","Class:") in list("male Warrior with pike","Male Knight") //Ditto but with class.
if(C == "male Warrior with pike") //Now, to set stats... Because I defined icon_state in a special way above, I wont need to do anymore defining of it.
icon = 'dwguy.dmi'
Min_Damage = 1 //A warrior's stats:
Max_Damage = 3
Attack_Delay = 4
HP = 30
MAX_HP = 30
MP = 10
MAX_MP = 10
Strength = 2
Defense = 2
AGI = 3
DEX = 4
EXP_To_Next = 100
if(C == "Male Knight")
icon = 'dwguy.dmi'
Min_Damage = 1 //A wizard's stats:
Max_Damage = 3
Attack_Delay = 4
HP = 25
MAX_HP = 25
MP = 20
MAX_MP = 20
Strength = 1
Defense = 1
AGI = 2
DEX = 3
EXP_To_Next = 100
bank_wealth = 0
switch(input("Now it is time to pick your dynasty","What dynasty do you belong to?") in list ("Wei", "Wu", "Shu"))
if("Wei")
loc = locate(1,1,1)
if("Wu")
loc = locate(1,1,1)
if("Shu")
loc = locate(1,1,1)
ID:173888
Nov 3 2003, 6:12 am
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Nov 3 2003, 6:17 am
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The Problem is that when you choose a dynasty it doesnt take you to the right spot.
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