//*********
//**Login**
//*********
world
mob = /mob/create_character
mob //Trunk meaning Mobile object
caracter
icon = 'person.dmi'
verb //Now to allow this player to do actions, by giving them a verb.
say(msg as text) //The say part is the name of the verb. The () part of this is called the arguments. All verbs and procs(Procedures) have argumentss. In this say verb, the argument tells it to set a new var(msg) to something that the Player types (as text)
view(src) << "[src] says: [msg]" //In view of the source(src), output the message "Jaimy says: Hello!!!". Jaimy being [src] and Hello!!! being [msg].
mob/create_character
var/mob/character
Login()
character = new /mob
usr << "<font color=#FFFFFF>The owners of these sites have helped making this game:"
usr << "<font color=#FF0000>http://www.zelldot.tk/"
usr << "<font color=#FF0000>http://www.dangersprites.tk/"
usr << "<font color=#FFFFFF>also, checkout the L.O.T.M. Site !"
usr << "<font color=#FF0000>http://www.lotmdot.tk/"
usr << sound('lotm_world.mid',1)
var/charactername = input("Whats your name ?","L.O.T.M.")
character.icon = 'person.dmi' //makes it so all mobs will be created with the person icon
character.icon_state = input(usr,"Select your Class :") in list("warrior","mage(f)","ninja", "mage(m)","thief") //when a player logs in, make their icon's state
if(a=="warrior")
usr.HP = 200 //The player will have 100 HP...
usr.Max_HP = 200 //100 max HP (This must be defined so when the player takes a potion or is healed, the heal won't go over this amount, and you always know how much max HP it has.).
usr.Strength = 45 // 10 strength
usr.Defense = 30 //Your natural defense
usr.Gold = 1000
usr.Gold_Give = 0
usr.Level = 1
usr.EXP = 0 // it starts out with 0 exp
usr.EXP_Need = 200
usr.EXP_Give = 1 //This prevents cheating, set exp_give to 0 so PCs arnt killed for exp also.
if(a=="mage(f)")
usr.HP = 125 //The player will have 100 HP...
usr.Max_HP = 125 //100 max HP (This must be defined so when the player takes a potion or is healed, the heal won't go over this amount, and you always know how much max HP it has.).
usr.Strength = 20 // 10 strength
usr.Defense = 15 //Your natural defense
usr.Gold = 1000
usr.Gold_Give = 0
usr.Level = 1
usr.EXP = 0 // it starts out with 0 exp
usr.EXP_Need = 200
usr.EXP_Give = 1 //This prevents cheating, set exp_give to 0 so PCs arnt killed for exp also.
if(a=="ninja")
usr.HP = 155 //The player will have 100 HP...
usr.Max_HP = 145 //100 max HP (This must be defined so when the player takes a potion or is healed, the heal won't go over this amount, and you always know how much max HP it has.).
usr.Strength = 25 // 10 strength
usr.Defense = 25 //Your natural defense
usr.Gold = 1000
usr.Gold_Give = 0
usr.Level = 1
usr.EXP = 0 // it starts out with 0 exp
usr.EXP_Need = 200
usr.EXP_Give = 1 //This prevents cheating, set exp_give to 0 so PCs arnt killed for exp also.
if(a=="mage(m)")
usr.HP = 190 //The player will have 100 HP...
usr.Max_HP = 190 //100 max HP (This must be defined so when the player takes a potion or is healed, the heal won't go over this amount, and you always know how much max HP it has.).
usr.Strength = 30 // 10 strength
usr.Defense = 20 //Your natural defense
usr.Gold = 1000
usr.Gold_Give = 0
usr.Level = 1
usr.EXP = 0 // it starts out with 0 exp
usr.EXP_Need = 200
usr.EXP_Give = 1 //This prevents cheating, set exp_give to 0 so PCs arnt killed for exp also.
if(a=="thief")
usr.HP = 140 //The player will have 100 HP...
usr.Max_HP = 140 //100 max HP (This must be defined so when the player takes a potion or is healed, the heal won't go over this amount, and you always know how much max HP it has.).
usr.Strength = 20 // 10 strength
usr.Defense = 15 //Your natural defense
usr.Gold = 1000
usr.Gold_Give = 0
usr.Level = 1
usr.EXP = 0 // it starts out with 0 exp
usr.EXP_Need = 200
usr.EXP_Give = 1 //This prevents cheating, set exp_give to 0 so PCs arnt killed for exp also.
character.loc = locate(5,5,2)
character.name = charactername
src.client.mob = character
world << "[usr] has joined the world."
usr << sound('castletheme.mid',1)
mob/Logout()
world << "[usr] has left the world."
del(src)//this deletes the characters mob after they leave
and the errors are :
L.O.T.M..dm:34:error:list:undefined proc
L.O.T.M..dm:35:error:a:undefined var
L.O.T.M..dm:46:error:a:undefined var
L.O.T.M..dm:57:error:a:undefined var
L.O.T.M..dm:68:error:a:undefined var
L.O.T.M..dm:79:error:a:undefined var
L.O.T.M..dm:35:error::invalid expression
I-NEED-YOUR-HELP ! I've tried to fix it around 100 times, and took some looks at demo's but I can't seem to find the right help =\
var/a = input(class stuff) in (classlist)
then you'll be able to check which class they've chosen.
Also, the numbers in your comments don't match the code, take the numbers out and replace them, so if someone looks at your code, they'll understand better.