If you would have properly read my comments then you would not be facing any issues. I do not see how your view was wrong. Your verbs disappeared because you are supposed to re-add them to your character once you log back in. Same goes for your icon.
mob/Read(var/savefile/f) ..() loc = locate(f["x"], f["y"], f["z"]) world << "[src] has logged back in." active = 1 // now you will be able to activate auto-saving icon = 'player icon.dmi'// change the icon once they log in (reloading it) verbs += typesof(/mob/somepath/verb) // re-add your "special-path" verbs
Hey there, I was just creating my "Create" to he put his name and whatever, code behind:
client proc create() if(fexists("path/[src.key].sav")) src<<"<font color = red><b>Erro</b>:Essa conta já possui um char nesse servidor" return else mob.loc = locate(50,50,85) var/list/L L = list("font size","big","small") var/list/T T = list("'","¬","¹","²","³","£","¢","°","ª","º") var/name = input("","Nome") as text|null if(length(name) < 2) alert("Seu nome precisa ter mais de 2 caracteres!") if(length(name) > 20) alert("Seu nome não pode conter mais que 20 caracteres!") for(var/X in L) if(findtext(name,X)) alert("Você não pode alterar o tamanho do nome!") for(var/X in T) if(findtext(name,X)) alert("Você não pode usar esses caracteres!") return name="[html_encode(name)]" perspective = EYE_PERSPECTIVE eye = locate(21,45,2) view = "50x35" return
So, in the game, when I click "NEW", a error appears to me:
Luan12 has logged in! runtime error: Cannot modify null.loc. proc name: create (/client/proc/create) source file: Sistema de Login.dm,237 usr: null src: Luan12 (/client) call stack: Luan12 (/client): create() Luan12 (/client): newcharacter() Luan12 (/client): chooseoption("New") Luan12 (/client): New() You have started a new game.
I really don't know how to do this, with my other SAVE SYSTEM (which bugs sometimes) it all work, only difference that wasn't client/proc, was mob/proc... Both methodes appears the same bug.
Best Resgards,
Luan
#22 Feb 24 2012, 7:58 am (Edited on Feb 24 2012, 5:05 pm)
Unless I'm way out of date on this, it can't be done directly
It can be. There is no need to use >> operators when loading, not sure about saving.
Luan12 wrote:
So, in the game, when I click "NEW", a error appears to me
That appears to be running in client/New(), not when you click on something? If you haven't run the parent yet, then the mob won't be connected, and will therefor give you a null error.