ID:149327
 
My characters wont save here is my saving code

#include

client/base_num_characters_allowed = 3

world/mob = /mob/creating_character
mob/creating_character
base_save_allowed = 0 // If player quits before choosing, don't want to save this mob.

Login()
// Spawn here to avoid problems with calling prompts during login.
spawn()
src.CreateCharacter()

proc/CreateCharacter()
// In this case, the code creates a /mob/human or /mob/ogre with the specified attributes.

// Get the character information from them. (You would probably want to do with this a browser page.)
var/prompt_title = "New Character"
var/help_text = "What do you want to name the character?"
var/default_value = key
var/char_name = input(src, help_text, prompt_title, default_value) as null|text

if (!char_name)
// Guess they don't want to create a new character after all, so send them to choose a character.
client.base_ChooseCharacter()
return

// Make sure there isn't already a character named that.
// Character names are stored as ckey, so get the ckey version of the name.
var/ckey_name = ckey(char_name)
var/list/characters = client.base_CharacterNames()
if (characters.Find(ckey_name))
alert("You already have a character named that! Please choose another name.")
src.CreateCharacter()
return

var/list/classes = list("Ranger","Miner","Adventurer","Rogue","Citizen","Warrio r","Healer","Mage","Quit")
help_text = "Which class would you like to be?"
default_value = "Citizen"
var/char_class = input(src, help_text, prompt_title, default_value) in classes

// Okay we have enough information, so it's time to create the character and switch the player to it.
var/mob/new_mob
switch(char_class)
if("Ranger")//Same thing above.
icon='ranger_m2.dmi'//Same thing i said the first time.
world <<"[usr] is a Ranger!"
src.loc=locate(1,1,1)
usr<<"Welcome [usr]!"
attack=1
defense=1
strength=1
hits=10
ranged=7
prayer=1
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=1
questpoints=0
combat=4
if("Miner")//Same thing above.
icon='rogue_m2.dmi'//Same thing i said the first time.
world <<"
[usr] is a Miner!"
src.loc=locate(1,1,1)
usr<<"Welcome [usr]!"
attack=1
defense=1
strength=1
hits=10
ranged=1
prayer=1
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=7
herblaw=1
carpentry=1
thieving=1
questpoints=0
combat=3
if("Adventurer")
icon='adventurer_m5.dmi'//But you the icon can be a diffrent name
world<<"[usr] is a Adventurer!"
src.loc=locate(1,1,1)
usr <<"Welcome [usr]!"
attack=3
defense=3
strength=3
hits=10
ranged=3
prayer=3
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=1
questpoints=5
if("Citizen")
icon='citizen_m2.dmi'
world<<"
[usr] is a Citizen!"
src.loc=locate(1,1,1)
usr <<"Welcome [usr]!"
attack=4
defense=4
strength=4
hits=10
ranged=1
prayer=3
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=1
questpoints=0
combat=5
if("Warrior")//You need to put your same name there as in the list that pops-up.
icon='warrior_m6.dmi'//But you the icon can be a diffrent name
world<<"[usr] is a Warrior!"
src.loc=locate(1,1,1)
usr <<"Welcome [usr]!"
attack=5
defense=5
strength=5
hits=10
ranged=1
prayer=1
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=1
questpoints=0
combat=7
if("Mage")//You need to put your same name there as in the list that pops-up.
icon='mage_m1.dmi'//But you the icon can be a diffrent name
world<<"
[usr] is a Mage!"
src.loc=locate(1,1,1)
usr <<"Welcome [usr]!"
attack=1
defense=1
strength=1
hits=10
ranged=1
prayer=1
magic=7
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=1
questpoints=0
combat=3
if("Rogue")//You need to put your same name there as in the list that pops-up.
icon='rogue_m1.dmi'//But you the icon can be a diffrent name
world<<"[usr] is a Rouge!"
src.loc=locate(1,1,1)
usr <<"Welcome [usr]!"
attack=1
defense=1
strength=1
hits=10
ranged=1
prayer=1
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=7
questpoints=0
combat=3
if("Healer")//You need to put your same name there as in the list that pops-up.
icon='healer_m1.dmi'//But you the icon can be a diffrent name
world<<"
[usr] is a Healer!"
src.loc=locate(1,1,1)
usr <<"Welcome [usr]!"
attack=1
defense=1
strength=1
hits=10
ranged=1
prayer=7
magic=1
cooking=1
woodcutting=1
firemaking=1
fishing=1
fletching=1
crafting=1
smithing=1
mining=1
herblaw=1
carpentry=1
thieving=1
questpoints=0
combat=3
if("Quit")
del(src)
..() //Add this so there no black screen

// Set the attributes.
new_mob.name = char_name

// Now switch the player client over to the new mob and delete myself since I'm no longer needed.
src.client.mob = new_mob
var/turf/first_location = locate(1, 1, 1)
new_mob.Move(first_location)
del(src)


mob
Login()
..()

// This is just here for this sample, to make it clear which mob you've logged into.
sample_report()


proc
sample_report()
src << "

"
src << "\blue You are [name]."
src << "\blue Your class is [type]."

save_me()
// This demonstrates verb saving and how to manually save the mob whenever you want..
// This proc gets added and saved as a verb only if add_verb is called by the player.
src.client.base_SaveMob()
src << "\red You have been saved."


mob/Logout()
..()
world<<"[src] has Logged Out!"
del(src)
..()


Tell me whats wrong?
You tell me. Do you get any errors at all? Or will it just not save?
In response to Nova2000
it just wont save