ID:150420
 
#define DIR_FILE byond characters



/*this is a simple proc, remember to define all the vars (see below)*/

client /*be sure to add this so it effects the characters*/

mob

Stat() /*if you cant understand so far what i made, well then, dont make a gmae :-D*/
statpanel("Stats") /*this appears as the players stat tab*/
stat("Level = [src.level]") /*this is a stat inserted, make sure it is for the src*/
stat("Powerlevel = [src.HP]/[src.MAXHP]")
stat("Exp = [src.exp]/[src.maxexp]")
statpanel("energy")
stat("SSJ")
stat("Kamehamea")
stat("Aura On")
stat("Aura Off")
if(src == usr) statpanel("Inventory",src.contents) /*this is so it shows the items in the user's inventory*/

var
HP = 100
MAXHP = 100
level = 0
exp = 0
maxexp = 100

/*this is how you set up a basic var these effect all mobs*/



world
mob = /mob/creating_character /*be sure to add this or else they wont create a character*/
name = "Dragon Ball Z New Dimension! (V 0.4)"

/*this is the creation of making a character, just edit this a little*/
#define BASE_MENU_CREATE_CHARACTER "Create New Character"
#define BASE_MENU_DELETE_CHARACTER "Delete Character"
#define BASE_MENU_CANCEL "Cancel"
#define BASE_MENU_QUIT "Quit"

mob/creating_character




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

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

// Get the character information from them. (You would probably want to do with this a browser page.)
var/prompt_title = "Name of Character"
var/help_text = "Welcome to Dragon Ball Z New Dimension "
var/default_value = key
var/char_name = input(src, help_text, prompt_title, default_value) as null|text

// Okay we have enough information, so it's time to create the character and switch the player to it.
var/mob/new_mob
var/choice = input("What is your race?") in list("Sayin","Namek")
if(choice == "Sayin")
new_mob = new/mob/Sayin2()
new_mob.loc = locate(13,26,1)
usr.loc = locate(13,26,1)


// 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
del(src)
usr << "Welcome to \blue name of the game\blackSnippet by SonVegitto"

/*these are needed to make a save file, see Deadron . charhandeling for more info*/

Write(savefile/F)
// This is sample code that keeps track of the player's last position on the map.
// Their last position is stored when the mob is saved, then reinstated when the mob
// is read in.

// First, call the default Write() behavior for mobs.
..()

// Now, if we have a map, remember their last location.
if (world.maxx)
F["last_x"] << x
F["last_y"] << y
F["last_z"] << z

Read(savefile/F)
// Call the default Read() behavior for mobs.
..()

// Now, if we have a map, put them back on the map in their last location.
if (world.maxx)
var/last_x
var/last_y
var/last_z
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z

mob /*simple death check proc*/
proc
DeathCheck()
if(src.HP <= 0)
usr << "You killed him!"
src << "[usr] has killed you. Your spirit has been taken to the next demension"
//del(src) /*this will delete the other character*/
src.loc = locate(30,563,1)
src.HP = 100

mob/Sayin2
icon = 'Sayin2.dmi'

mob/SSJ/
icon = 'Sayin2SSJ.dmi'
mob/Human/
icon = 'human.dmi'
mob/Namek
icon = 'Namek.dmi'
mob/cell/
icon = 'Cell.dmi'
mob/Icer/
icon = 'Icer.dmi'
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Dsmike wrote:
#define DIR_FILE byond characters



/*this is a simple proc, remember to define all the vars (see below)*/

client /*be sure to add this so it effects the characters*/

mob

Stat() /*if you cant understand so far what i made, well then, dont make a gmae :-D*/
statpanel("Stats") /*this appears as the players stat tab*/
stat("Level = [src.level]") /*this is a stat inserted, make sure it is for the src*/
stat("> mob/creating_character
Powerlevel = [src.HP]/[src.MAXHP]")
stat("Exp = [src.exp]/[src.maxexp]")
statpanel("energy")
stat("SSJ")
stat("Kamehamea")
stat("Aura On")
stat("Aura Off")
if(src == usr) statpanel("Inventory",src.contents) /*this is so it shows the items in the user's inventory*/

var
HP = 100
MAXHP = 100
level = 0
exp = 0
maxexp = 100

/*this is how you set up a basic var these effect all mobs*/



world
mob = /mob/creating_character /*be sure to add this or else they wont create a character*/
name = "Dragon Ball Z New Dimension! (V 0.4)"

/*this is the creation of making a character, just edit this a little*/
#define BASE_MENU_CREATE_CHARACTER "Create New Character"
#define BASE_MENU_DELETE_CHARACTER "Delete Character"
#define BASE_MENU_CANCEL "Cancel"
#define BASE_MENU_QUIT "Quit"

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

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

// Get the character information from them. (You would probably want to do with this a browser page.)
var/prompt_title = "Name of Character"
var/help_text = "Welcome to Dragon Ball Z New Dimension "
var/default_value = key
var/char_name = input(src, help_text, prompt_title, default_value) as null|text

// Okay we have enough information, so it's time to create the character and switch the player to it.
var/mob/new_mob
var/choice = input("What is your race?") in list("Sayin","Namek")
if(choice == "Sayin")
new_mob = new/mob/Sayin2()
new_mob.loc = locate(13,26,1)
usr.loc = locate(13,26,1)


// 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
del(src)
usr << "Welcome to \blue name of the game\blackSnippet by SonVegitto"

/*these are needed to make a save file, see Deadron . charhandeling for more info*/

Write(savefile/F)
// This is sample code that keeps track of the player's last position on the map.
// Their last position is stored when the mob is saved, then reinstated when the mob
// is read in.

// First, call the default Write() behavior for mobs.
..()

// Now, if we have a map, remember their last location.
if (world.maxx)
F["last_x"] << x
F["last_y"] << y
F["last_z"] << z

Read(savefile/F)
// Call the default Read() behavior for mobs.
..()

// Now, if we have a map, put them back on the map in their last location.
if (world.maxx)
var/last_x
var/last_y
var/last_z
F["last_x"] >> last_x
F["last_y"] >> last_y
F["last_z"] >> last_z

mob /*simple death check proc*/
proc
DeathCheck()
if(src.HP <= 0)
usr << "You killed him!"
src << "[usr] has killed you. Your spirit has been taken to the next demension"
//del(src) /*this will delete the other character*/
src.loc = locate(30,563,1)
src.HP = 100

mob/Sayin2
icon = 'Sayin2.dmi'

mob/SSJ/
icon = 'Sayin2SSJ.dmi'
mob/Human/
icon = 'human.dmi'
mob/Namek
icon = 'Namek.dmi'
mob/cell/
icon = 'Cell.dmi'
mob/Icer/
icon = 'Icer.dmi'



You never actually told us what the problem is..
In response to Nadrew
NEVER MIND FOUND ANSWER!!!!!!!!!