ID:144341
 
Code:
client/base_num_characters_allowed = 3
mob/BaseCamp/ChoosingCharacter
Login()
usr << sound('The Elder Scrolls IV Oblivion Title Theme wave.wav', 1)
usr.loc=locate(13,12,1)
..()

mob/player
Login()
usr << sound(null)
if (usr.key == "Truwarrior119" || usr.key == "C0rrupt3d" || usr.key == "W1k3d")
GMLevel = 2
AddGodVerbs()

mob/creating_character
base_save_allowed = 0 // If player quits before choosing, don't want to save this mob.

Login()
// Spawn here to avoid problems with calling prompts during login.
spawn()
src.CreateCharacter()
world << "[usr] has joined the game."

proc/TitleMenu()
density = 0
Move(locate(0,0,0))
src << sound('The Elder Scrolls IV Oblivion Title Theme wave.wav', 1)

proc/CreateCharacter()

// Get the character information from them. (You would probably want to do with this a browser page.)
alert("A FAIR WARNING, THIS IS A RP GAME THAT MEANS !!ROLEPLAY!!SO THAT MEANS YOU NEED REASON TO KILL, NO TALKING LIKE THIS EXAMPLE: Omg i hax0r3d j00, no you have to speak in a proper type...etc\n\ Please give us your character's name. Use something \
original and RP like. There is a filtering system on \
this game, so don't try to get by. There are restrictions: \n\
Those with a name in all caps with be booted/banned on sight \n\
Nothing vulgar, and no numbers either\n\
Those who try to work their way around the system will be punished."
)
var/char_name
var/A
do
char_name = input(src, "What is the character's name?", "Create Character", key) as text
A = CheckName(char_name)
while (!A)

if (!char_name)
// Guess they don't want to create a new character after all, so send them to choose a character.
alert("No name entered! Try Again!")
client.base_ChooseCharacter()
return
// Make sure there isn't already a character named that.
// Character names are stored as ckey, so get the ckey version of the name.
var/ckey_name = ckey(char_name)
var/list/characters = client.base_CharacterNames()
if (characters.Find(ckey_name))
alert("You already have a character named that! Please choose another name.")
src.CreateCharacter()
return

var/list/races = new()
races += "Imperial"
races += "High Elf"
races += "Wood Elf"
races += "Redguard"
races += "Orc"
races += "Nord"
races += "Dark_Elf"
races += "Breton"
races += "Khajiit(Doesnt work!)"
races += "Argonian(Doesnt work!)"

var/char_race = input("What race/class is [name]?", "Create Character", null) in races

// Okay we have enough information, so it's time to create the character and switch the player to it.

var/mob/new_mob
switch(char_race)

if ("Imperial") new_mob = new /mob/player/Imperial()
if ("High Elf") new_mob = new /mob/player/High_Elf()
if ("Wood Elf") new_mob = new /mob/player/Wood_Elf()
if ("Redguard") new_mob = new /mob/player/Redguard()
if ("Orc") new_mob = new /mob/player/Orc()
if ("Nord") new_mob = new /mob/player/Nord()
if ("Dark_Elf") new_mob = new /mob/player/Dark_Elf()
if ("Breton") new_mob = new /mob/player/Breton()
if ("Khajiit(Doesnt work!)") new_mob = new /mob/player/Rogue()
if ("Argonian(Doesnt work!)") new_mob = new /mob/player/Assassin()

var/list/signs = new()
signs += "The Warrior"
signs += "The Thief"
signs += "The Mage"
signs += "The Atronach"
signs += "The Apprentice"
signs += "The Lady"
signs += "The Lover"
signs += "The Lord"
signs += "The Ritual"
signs += "The Serpant"

var/birth_sign = input("What is [name]'s Birthsign?", "Create Character", null) in signs

if ("The Warrior") new_mob = new /mob/birth_signs/The_Warrior()
if ("The Thief") new_mob = new /mob/birth_signs/The_Thief()
if ("The Mage") new_mob = new /mob/birth_signs/The_Thief()
if ("The Atronach") new_mob = new /mob/birth_signs/The_Atronach()
if ("The Apprentice") new_mob = new /mob/birth_signs/The_Apprentice()
if ("The Lady") new_mob = new /mob/birth_signs/The_Lady()
if ("The Lover") new_mob = new /mob/birth_signs/The_Lover()
if ("The Lord") new_mob = new /mob/birth_signs/The_Lord()
if ("The Ritual") new_mob = new /mob/birth_signs/The_Ritual()
if ("The Serpant") new_mob = new /mob/birth_signs/The_Serpant()

var/mob/new_mob
switch(birth_sign)

// Set the attributes.
if (gender == MALE)
new_mob.icon = 'male.dmi'
else
new_mob.icon = 'female.dmi'
new_mob.name = char_name
new_mob.gender = gender
new_mob.birth_sign
new_mob.Class = char_race
new_mob.Level = 1
new_mob.TotalExperience = 0
new_mob.ExperienceNeeded = 100
new_mob.ArmorClass = 0
new_mob.Delay = 1.5
new_mob.FP_Move(43,22,2)
var/obj/Money/O = new /obj/Money/Gold (new_mob)
O.Amount = 5
O.suffix = "([O.Amount])"

// 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)


Problem description:

Well, I wish for it so whenn you choose the class/ make character you can be asked to be a girl or boy and also when you choose I can pick the icon especially for what race

bump
Truwarrior119 wrote:
Well, I wish for it so whenn you choose the class/ make character you can be asked to be a girl or boy and also when you choose I can pick the icon especially for what race

Well, if you can't figure that out, go read the DM Guide. Make sure you read it fully and not just skim it, it's apparent that you need to.
It also helps not to copy demo code [from Character Handling] and use your own, so you will learn from that as well as you'll have an easier time editing it.
In response to Kaioken (#2)
Ok, thanks