mob
proc
AFKCHECK()
var/AFKTEXT
spawn(30)
if(!AFK)
src<<"Deemed Here"
return 0
else
src<<"Deemed AFK"
if(src)
del(src)
return 1
AFKTEXT = input("Please type something in the box to show you are not AFK") as text
if(AFKTEXT)
AFK = 0
Its resulting in the runtime Error
proc name: Del (/client/Del)
usr: null
src: King killer 113711 (/client)
call stack:
King killer 113711 (/client): Del()
AFKCHECK()
I assume you need the client/Del() code too Not much here though
client
Del()
..()
src.mob.client.Save()
A simple random spawn isn't going to stop any willing programmer. They can program their bots to respond to the message, not the time. Making it random is absolutely useless if your bot writer is actually, you know, good at writing bots.
--
The only way, short of adding actually making the game interesting enough to not require "AFK-Training". Is to write in character fatigue. Where after such-and-such amount of time, the character gets tired and can no longer do as is required. For example, if the user is "AKF-Training", their fatigue reaches zero but they persist (obviously), their character will pass out and wake up in the nearest hospital or around a local camp fire or something like that.
It adds to the environment so you have to care for your character and it removes the "AFK-Training" aspect completely, because if you're not around, you'll find yourself sitting in some other place executing a macro for a verb you probably now no longer have.