ID:897233
 
(See the best response by Kaiochao.)
Code:
mob
proc
updategrid()
for(var/mob/them in world)
winset(src, "playerlist", "current-cell=1, [them]")
world << output(them, "playerlist")
winset(src, "playerlist", "current-cell=2, [them.level]")
world << output("Lvl: [them.level]", "playerlist")
party()
for(var/obj/minion in party)
winset(src, "partylist", "current-cell=1, [minion]")
world << output(minion, "partylist")
winset(src, "partylist", "current-cell=2, [minion.level]")
world << output("Lvl: [minion.level]", "partylist")


The grids only show the 1st player/minion and nothing else. How do I make it show the whole list?

Take a look at the skin reference again. current-cell takes the format XxY, not x,y. Also, you can use output() to send output to a specific cell.
output("text", "grid:row,column")

mob
proc
party()
for(var/obj/minion in party)
world << output(minion, "partylist:[partysize],1")
world << output("Lvl: [minion.level]", "partylist:[partysize],2")


I do this now but still have the same problem. The var partysize increases by +=1 everytime the verb that calls this proc is called, and partysize increases before the proc is called.
In response to Zerok Kaiba (#2)
Best response
You're outputting every minion to one cell, located at [partysize],1 and ,2.
This is probably what you want; a vertical list:
var n
for(var/obj/minion in party)
n ++
world << output(minion, "partylist:[n],1")
world << output("Lvl: [minion.level]", "partylist:[n],2")
I tried that and everything is still going all to the same cell. Are you sure there's not anything missing?
In response to Zerok Kaiba (#4)
The grid also needs to not be a flexible list.
Ah that was the problem. Thanks a lot for the help really appreciate it.