How do i make it so it saves the items that people have?
This is the load command..
if("Load")
var/savefile/F = new("players/[src.ckey].sav")//this defines the F as a save file in the players directory
var/X
var/Y
var/Z
F["color"] >> src.color
F["name"] >> name
F["icon"] >> icon
F["level"] >> src.level
F["exp"] >> src.exp
F["maxexp"] >> src.maxexp
F["maxhealth"] >> src.maxhealth
F["health"] >> src.health
F["X"] >> X//this outputs the X var which we will put into the F later on
F["Y"] >> Y//same as X
F["Z"] >> Z//same as X/Y
usr.loc = locate(X,Y,Z)//locates the user to teh saved x/y/z
obj/BlackShirt
icon = 'clothes.dmi'
icon_state = "blackshirt"
verb/Pickup()
set category = "Misc"
set src in oview(1)
Move(usr)
usr <<"You get the item!"
verb/Drop()
set category = "Misc"
src.loc = locate(usr.x,usr.y,usr.z)
usr <<"You have dropped the item!"
verb/Wear()
set category = "Misc"
usr.overlays += icon('clothes.dmi',"blackshirt")
usr <<"You wear the item!"
verb/Take_Off()
set category = "Misc"
usr.overlays -= icon('clothes.dmi',"blackshirt")
usr <<"You take off the item!"
and thats an item...
Thank-Q ^_^
-Caity
ID:261838
Sep 10 2003, 4:24 pm
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Sep 10 2003, 6:19 pm
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here's a pretty nifty way to save stuff
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In response to FIREking
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Yea. That codes good and all but how the HECK do i code it into this.
mob/Login()// usr << browse(HtmlLayout()) . = ..() usr << {" <CENTER><BIG> HamtaroII: Ham Hams Chat REMADE</BIG></CENTER> Welcome, [usr]. I am SO happy you are here!! Rules: Respect Cait, Dont Spam, and visit the forums! http://hamtopia.tk Special Thanks: Dexter, Hamwarrior, JaceSoro, Abu, Pod, Moki, Clara, + Alex! If Anyone Has A Fast Connection, And Is Willing To Host Alot, (like 8 hours or so a day ) PLEASE PLEASE CONTACT ME!! ( Aim = torobiusu ) <font face="verdana"><font size="5">READ. THE. BROWSER. BEFORE. PLAYING.</font> </SPAN> "} switch(input("Hewwo! Welcome To Hamtaro II! Do ya wanna play?",text) in list("Yes","No")) if("Yes") set src in oview(1) switch(input("Yay! Now, Do you want to Start a New Game, Or Load An Existing one?",text) in list("New","Load")) if("Load") var/savefile/F = new("players/[src.ckey].sav")//this defines the F as a save file in the players directory var/X var/Y var/Z F["color"] >> src.color F["name"] >> name F["icon"] >> icon F["level"] >> src.level F["exp"] >> src.exp F["maxexp"] >> src.maxexp F["maxhealth"] >> src.maxhealth F["health"] >> src.health F["X"] >> X//this outputs the X var which we will put into the F later on F["Y"] >> Y//same as X F["Z"] >> Z//same as X/Y usr.loc = locate(X,Y,Z)//locates the user to teh saved x/y/z if("New") usr.name = input("Choose a name for your character.", "Your Name", usr.name) usr.loc=locate(2,4,1)//This makes you start at the coordinates 21,5,1. The first one is the x level, the second one is the y level and the third one is the z level. usr.icon='newall.dmi'//This code makes your icon whatever it is set to. In this case a blue hamtaro. var/c = input("What color do you want to have your font?") in list ("Red","Blue","Green","Purple","Pink","Teal","Orange","Black") switch(c) if("Red") src.color = "red" if("Blue") src.color = "blue" if("Green") src.color = "green" if("Purple") src.color = "purple" if("Pink") src.color = "pink" if("Teal") src.color = "teal" if("Black") src.color = "black" switch(input("Which Icon Do You Want?",text) in list("Hamtaro","Cait","Alex","Kiki","Greg","Trinity","Devil Ham","Deranged Alex","Blue","Pirate","Rina","Sabu","Sandy","Stan","Waltzin" ,"Sapphire","Invisible")) if("Hamtaro") usr.icon = 'hamtaro.dmi' if("Cait") usr.icon = 'cait.dmi' if("Alex") usr.icon = 'alex.dmi' if("Kiki") usr.icon = 'kiki.dmi' if("Greg") usr.icon = 'greg.dmi' if("Trinity") usr.icon = 'trinity.dmi' if("Devil Ham") usr.icon = 'devilham.dmi' if("Deranged Alex") usr.icon = 'deranged.dmi' if("Blue") usr.icon = 'blue.dmi' if("Pirate") usr.icon = 'pirate.dmi' if("Rina") usr.icon = 'rina.dmi' if("Sabu") usr.icon = 'sabu.dmi' if("Sandy") usr.icon = 'sandy.dmi' if("Stan") usr.icon = 'stan.dmi' if("Waltzin") usr.icon = 'waltzin.dmi' if("Sapphire") usr.icon = 'Sapphire.dmi' if("Invisible") usr.icon = 'invisible.dmi' alert("The Plot!") world << sound('sp00ny.mid') if("No") usr <<{"k"} del(client) return ..() if(src.key == "Wind_Sp00n") world << sound('sp00ny.mid') usr.icon = 'hamtaro.dmi' if(src.key == "XeroCi") world << sound('children.mid') usr.icon = 'Sapphire.dmi' if(src.key == "Mashed_The_Hamster") world << sound('hikari.mid') usr.icon = 'cait.dmi' world << " [src] logs in. " // tell the world the client logged in |
In response to Mashed_The_Hamster
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you dont need most of the code that you have there, like:
F["whatever"] >> src.whatever because the code i gave you saves EVERYTHING about a mob. It saves every variable, every item in their contents (which is actually a variable) the icon_State, icon, whatever! it will save and load everything about the mob everytime. all you have to do is code for client.New() client New() src.mob = new /mob/choosing_character ..() mob choosing_character proc CharacterList() var/savefile/F = new("players/[key].save") F.cd = "/[ckey]" var/list/characters = F.dir return characters Login() var/list/L = new L += src.CharacterList() //this loads previously saved characters L += "New Character" L += "Quit" var/choice = input("What you wanna do punk?") in L switch(choice) if("New Character") //go to your character creation code return ..() if("Quit") del(src) return ..() else // they are trying load character var/success = src.client.LoadMob(choice) //if the load is successful if(success) del(src)//they were loaded, delete this old one return ..() else usr << "" //insert some apology message because they cant be loaded del(src) return ..() mob warrior //stuffs here wizard //stuffs here coolguy //stuffs here combining that with the code i have given you, the players will login and see a menu, if they have a previously saved character, it will show up on the list... if they dont, then they can create a new character, when clients are deleted (people log out) their mobs are saved into the save file (in the players folder in your game's directory) If they log back in, their characters will show up on the menu |
In response to FIREking
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wowzerz. this code = teh ultiam awsumness~!````1`~~ icopied it exactly. i saw thsi exact same code in dbzeta.. and.. apparently theres some stuff ya aint feedin me. so like.. ... find out wtc is wrong? evenwhen i DID fix teh indention errors.. theres a crapload of more errors.. loading Caits.dme sav.dm:32:error:F :invalid proc definition sav.dm:33:error:F.cd:undefined var sav.dm:34:error:F.dir:undefined var sav.dm:34:error:= :expected a constant expression sav.dm:35:error:return characters:instruction not allowed here Caits.dmb - 5 errors, 0 warnings (double-click on an error to jump to it) - loading Caits.dme sav.dm:32: Inconsistent indentation. sav.dm:33: Inconsistent indentation. sav.dm:36: Inconsistent indentation. sav.dm:37: Inconsistent indentation. sav.dm:38: Inconsistent indentation. sav.dm:39: Inconsistent indentation. sav.dm:40: Inconsistent indentation. sav.dm:41: Inconsistent indentation. sav.dm:42: Inconsistent indentation. sav.dm:43: Inconsistent indentation. sav.dm:45: Inconsistent indentation. sav.dm:46: Inconsistent indentation. sav.dm:47: Inconsistent indentation. sav.dm:48: Inconsistent indentation. sav.dm:49: Inconsistent indentation. sav.dm:50: Inconsistent indentation. sav.dm:49:warning: empty 'else' clause sav.dm:51: Inconsistent indentation. sav.dm:52: Inconsistent indentation. sav.dm:53: Inconsistent indentation. sav.dm:54: Inconsistent indentation. sav.dm:55: Inconsistent indentation. sav.dm:54:warning: empty 'else' clause sav.dm:56: Inconsistent indentation. sav.dm:57: Inconsistent indentation. Caits.dmb - 28 errors, 2 warnings (double-click on an error to jump to it) |
In response to Mashed_The_Hamster
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you cant copy code from the forums, unless you fix indentation errors, and know how to do it properly (knowing syntax rules in order to do so)
im done helping you, so if this doesnt help, please allow someone else to answer your question |
In response to FIREking
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Yea.
i isaid i FIXED the indention errors.. but there are STILL more.. loading Caits.dme sav.dm:32:error:F :invalid proc definition sav.dm:33:error:F.cd:undefined var sav.dm:34:error:F.dir:undefined var sav.dm:34:error:= :expected a constant expression sav.dm:35:error:return characters:instruction not allowed here |
In response to Mashed_The_Hamster
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Yea. Just because it doesn't tell you that you have inconsistent indentation errors doesn't mean that the errors you have arn't caused by indentation problems. The following errors look like they were caused by bad indentation. loading Caits.dme |