I dont know how to get dead ron's character handling inot my game to where it works so could osme one please help me.
Thanks.
This is my Login code
mob/Login()
switch(input("What race would you like.")in list("Human","Namek","Changling","Majin","Ginyu","Android"," Saiyan"))
if("Human")
switch(input("Wich human would you like to be.")in list("Krillen","Tien","Yamtcha"))
if("Krillen")
icon='Krillen.dmi'
usr.icon_state="Krillen"
usr.Health+=500
usr.MaxHealth+=500
usr.a=1
usr.loc=locate("Start")
if("Tien")
icon='Tien.dmi'
usr.icon_state="Tien"
usr.Health+=400
usr.MaxHealth+=400
usr.Str+=5
usr.Def+=5
usr.a=1
usr.loc=locate("Start")
if("Yamtcha")
icon='Yamtcha.dmi'
usr.icon_state="Yamtcha"
usr.Health+=200
usr.MaxHealth+=200
usr.a=1
usr.loc=locate("Start")
if("Namek")
switch(input("Which namek would you like to be.")in list("Piccolo","Nail"))
if("Piccolo")
icon='Piccolo.dmi'
usr.icon_state="Piccolo"
usr.loc=locate("Start")
usr.Health+=1000
usr.MaxHealth+=1000
if("Nail")
icon='Nail.dmi'
usr.icon_state="Nail"
usr.loc=locate("Start")
usr.Health+=1000
usr.MaxHealth+=1000
if("Changling")
alert("You are Frieza.That is the only one of the changlings i have.")
icon='Frieza.dmi'
usr.icon_state="Freiza1"
usr.Health+=5000
usr.MaxHealth+=5000
usr.Str+=30
usr.loc=locate("Start")
if("Majin")
switch(input("Who would you like to be.")in list("Dabura","Majin Vegeta","Buu"))
if("Dabura")
icon='Dabura.dmi'
usr.icon_state="Dabura"
usr.Health+=2000
usr.MaxHealth+=2000
usr.Str+=10
usr.loc=locate("Start")
if("Majin Vegeta")
icon='MajinVegeta.dmi'
usr.icon_state="MajinVegeta"
usr.Health+=1000
usr.MaxHealth+=1000
usr.Str+=20
usr.Def+=9
usr.loc=locate("Start")
if("Buu")
icon='Buu.dmi'
usr.icon_state="Buu"
usr.Str+=20
usr.Health+=5000
usr.MaxHealth+=5000
usr.Def+=50
usr.loc=locate("Start")
if("Ginyu")
switch(input("Which ginyu force member would you like to be.")in list("Guldo","Recoom","Burter","Jeice","Ginyu"))
if("Guldo")
icon='Guldo.dmi'
usr.icon_state="Guldo"
usr.Str+=2
usr.Def+=2
usr.Health+=100
usr.MaxHealth+=100
usr.loc=locate("Start")
if("Recoom")
icon='Recoom.dmi'
usr.icon_state="Recoom"
usr.Str+=10
usr.Def+=10
usr.Health+=500
usr.MaxHealth+=500
usr.loc=locate("Start")
if("Burter")
icon='Burter.dmi'
usr.icon_state="Burter"
usr.Str+=10
usr.Def+=20
usr.Health+=500
usr.MaxHealth+=500
usr.loc=locate("Start")
if("Jeice")
icon='Jeice.dmi'
usr.icon_state="Jeice"
usr.Str+=10
usr.Def+=10
usr.Health+=600
usr.MaxHealth+=600
usr.loc=locate("Start")
if("Ginyu")
icon='Ginyu.dmi'
usr.icon_state="Ginyu"
usr.Str+=20
usr.Def+=20
usr.Health+=1000
usr.MaxHealth+=1000
usr.loc=locate("Start")
if("Android")
switch(input("Wich android would you like.")in list("Android 16","Android 18"))
if("Android 16")
icon='Android16.dmi'
usr.icon_state="Dabura"
usr.Str+=50
usr.Def+=50
usr.loc=locate("Start")
if("Android 18")
icon='Andriod18.dmi'
usr.Str+=30
usr.Def+=20
usr.Health+=500
usr.MaxHealth+=500
usr.loc=locate("Start")
if("Saiyan")
switch(input("Which Saiyan would you like.")in list("Goku","Vegeta","Gohan","Trunks"))
if("Goku")
icon='Goku.dmi'
usr.icon_state="Goku"
usr.Str+=20
usr.Health+=500
usr.MaxHealth+=500
usr.loc=locate("Start")
if("Vegeta")
icon='Vegeta.dmi'
usr.icon_state="Vegeta"
usr.Str+=20
usr.Health+=200
usr.MaxHealth+=200
usr.Def+=10
usr.loc=locate("Start")
if("Gohan")
icon='Gohan.dmi'
usr.icon_state="Gohan"
usr.Health+=500
usr.MaxHealth+=500
usr.Str+=10
usr.Def+=10
usr.loc=locate("Start")
if("Trunks")
icon='Trunks.dmi'
usr.icon_state="Trunks"
usr.Str+=10
usr.Health+=500
usr.MaxHealth+=500
usr.loc=locate("Start")
And here is deadron's character handling
#include
#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"
// Implementation
client/var/tmp
base_num_characters_allowed = 1
base_autoload_character = 1
base_autosave_character = 1
base_autodelete_mob = 1
base_save_verbs = 1
mob
var/tmp/base_save_allowed = 1
var/list/base_saved_verbs
proc/base_InitFromSavefile()
return
mob/BaseCamp
base_save_allowed = 0
Login()
RemoveVerbs()
return
Stat()
return
Logout()
return
proc/RemoveVerbs()
for (var/my_verb in verbs)
verbs -= my_verb
mob/BaseCamp/FirstTimePlayer
proc/FirstTimePlayer()
return 1
mob/BaseCamp/ChoosingCharacter
Login()
spawn()
ChooseCharacter()
return ..()
proc/ChooseCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
if (length(available_char_names) < client.base_num_characters_allowed)
if (client.base_num_characters_allowed == 1)
client.base_NewMob()
del(src)
return
else
menu += BASE_MENU_CREATE_CHARACTER
if (length(available_char_names))
menu += BASE_MENU_DELETE_CHARACTER
menu += BASE_MENU_QUIT
var/default = null
var/result = input(src, "Who do you want to be today?", "Welcome to [world.name]!", default) in menu
switch(result)
if (0, BASE_MENU_QUIT)
del(src)
return
if (BASE_MENU_CREATE_CHARACTER)
client.base_NewMob()
del(src)
return
if (BASE_MENU_DELETE_CHARACTER)
DeleteCharacter()
ChooseCharacter()
return
var/mob/Mob = client.base_LoadMob(result)
if (Mob)
del(src)
else
ChooseCharacter()
proc/DeleteCharacter()
var/list/available_char_names = client.base_CharacterNames()
var/list/menu = new()
menu += available_char_names
menu += BASE_MENU_CANCEL
menu += BASE_MENU_QUIT
var/default = null
var/result = input(src, "Which character do you want to delete?", "Deleting character", default) in menu
switch(result)
if (0, BASE_MENU_QUIT)
// Kick them off.
del(src)
return
if (BASE_MENU_CANCEL)
return
client.base_DeleteMob(result)
ChooseCharacter()
return
client
var/tmp/savefile/_base_player_savefile
New()
if (base_autoload_character)
base_ChooseCharacter()
base_Initialize()
return
return ..()
Del()
if (base_autosave_character)
base_SaveMob()
if (base_autodelete_mob)
del(mob)
return ..()
proc/base_PlayerSavefile()
if (!_base_player_savefile)
var/start = 1
var/end = 2
var/first_initial = copytext(ckey, start, end)
var/filename = "players/[first_initial]/[ckey].sav"
_base_player_savefile = new(filename)
return _base_player_savefile
proc/base_FirstTimePlayer()
var/mob/BaseCamp/FirstTimePlayer/first_mob = new()
first_mob.name = key
first_mob.gender = gender
mob = first_mob
return first_mob.FirstTimePlayer()
proc/base_ChooseCharacter()
base_SaveMob()
var/mob/BaseCamp/ChoosingCharacter/chooser
var/list/names = base_CharacterNames()
if (!length(names))
var/result = base_FirstTimePlayer()
if (!result)
del(src)
return
chooser = new()
mob = chooser
return
if (base_num_characters_allowed == 1)
base_LoadMob(names[1])
return
chooser = new()
mob = chooser
return
proc/base_CharacterNames()
var/list/names = new()
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
var/char_name
for (var/entry in characters)
F["[entry]/name"] >> char_name
names += char_name
return names
proc/base_NewMob()
base_SaveMob()
var/mob/new_mob
new_mob = new world.mob()
new_mob.name = key
new_mob.gender = gender
mob = new_mob
_base_player_savefile = null
return new_mob
proc/base_SaveMob()
if (!mob || !mob.base_save_allowed)
return
if (base_save_verbs)
mob.base_saved_verbs = mob.verbs
var/savefile/F = base_PlayerSavefile()
var/mob_ckey = ckey(mob.name)
var/directory = "/players/[ckey]/mobs/[mob_ckey]"
F.cd = directory
F["name"] << mob.name
F["mob"] << mob
_base_player_savefile = null
proc/base_LoadMob(char_name)
// Look for a character with the ckey version of this name.
// If found, load it, set the client mob to it, and return it.
// Otherwise return null.
var/mob/new_mob
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
_base_player_savefile = null
F.cd = "/players/[ckey]/mobs/"
var/list/characters = F.dir
if (!characters.Find(char_ckey))
world.log << "[key]'s client.LoadCharacter() could not locate character [char_name]."
mob << "Unable to load [char_name]."
return null
F["[char_ckey]/mob"] >> new_mob
if (new_mob)
mob = new_mob
new_mob.base_InitFromSavefile()
if (base_save_verbs && new_mob.base_saved_verbs)
for (var/item in new_mob.base_saved_verbs)
new_mob.verbs += item
return new_mob
return null
proc/base_DeleteMob(char_name)
var/char_ckey = ckey(char_name)
var/savefile/F = base_PlayerSavefile()
F.cd = "/players/[ckey]/mobs/"
F.dir.Remove(char_ckey)
client/base_num_characters_allowed = 1
client/base_autoload_character = 1
client/base_autosave_character = 1
client/base_autodelete_mob = 1
client/base_save_verbs = 1
client/base_ChooseCharacter()
return ..()
client/base_SaveMob()
return ..()
mob/BaseCamp/FirstTimePlayer
FirstTimePlayer()
return 1
mob/base_save_allowed = 1
mob/base_InitFromSavefile()
return
I dont know how to fit his character handling in my login code or just to make it work.
Thanks</<></<>
ID:179725
Nov 17 2001, 4:38 pm
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FYI:
Your login code and Ron's library won't work together, his library is meant to have small changes by you to make it work. |
In response to FIREking
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Well how could i get his code to ask the person that logs in to choose a character thats what i need help with
His code is too advanced and i need it to save tmp vars wich his does[Edit]Atually i need it to save verbs the most |
In response to Gouku
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mob
Login() var/list/L = new L += "New Character" L += "Load Character" L += "Quit" var/answer = input("What do you wanna do?") in L switch(answer) if("New Character") //make a new character if("Load Character") //load a character if("Quit") del(src) |
In response to FIREking
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you know, on the commercials when they said "the saga continues" they didnt mean "the growing amount of DBZ games on BYOND continues"
thats one long code, I think i would go with we working the example instead of all that |
In response to Pillsverry
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who's code is long? mine or his?
cuz his is llooooooooooooonnnnnng! FIREking |
In response to FIREking
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I Think he was talking about mine King
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In response to Gouku
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Gouku wrote:
Well how could i get his code to ask the person that logs in to choose a character thats what i need help with Don't mean to be facetious, but the way to save tmp vars is to not make them tmp in the first place. When you define a var as tmp, you are basically saying "here's a variable I don't want to save." |
you have
usr.something = something
and you are currently under mob, you need to use SRC
src.something = something
example:
mob
verb
test()
src << "Hey!"
when under mob, use SRC!!!!!!
FIREking