Level
var
clock
req
Level1
req = 100
proc
LevelComplete(mob/M)
if (M.score >= req)
M << "Winner."
/* Bareboned af. I'll develop it further ofc,
just have to get the damn thing to actually work is all.*>*/
mob/Bump(O)
if (istype(O))
src.score += O.pts
del O
var/Level/L
L.LevelComplete()
// One instance where it's called.
Problem description:
EDIT
So new problem. Run time errors whenever I process these codes. I've tried variants, btw. Such as 'var/Level/Level1/L' but no dice.
Probably an easy to spot mistake. . But I'm clueless. HALP!
I have the general idea of how I want to do everything.
The problem is I'm having trouble thinking of where I should go to design the system
Aka, do I build a child-type under Datum? (Doesn't seem right) Or atom, area, etc.
Since with the idea I have in mind, the different levels would have a bunch of different vars to add difficulties or to distinguish each stage.
EDIT: With a bit of thought. I think defining it under Dantum might actually work. I'll try to experiment. Any help is still appreciated.