mob
icon = 'Person.dmi'
var
HP = 30
bug
icon = 'bug.dmi'
Login()
icon_state = gender
..()
proc
DeathCheck()
if (HP <= 0)
world << "[src] dies!"
del(src)
verb
attack(mob/M as mob in oview(1))
usr << "You attack [M]!"
oview() << "[usr] attacks [M]!"
var/damage = rand(1,10)
world << "[damage] damage"
M.HP -= damage
M.DeathCheck()
Say(msg as text)
view() << "[usr] says: [msg]"
verb
OOC(msg as text)
world << "[usr] OOC: [msg]"
verb
Whisper(msg as text)
oview(3) << "[usr] whispers: [msg]"
verb
Emote(msg as text)
world << "*[usr] [msg]*"
obj
Digidollars
icon = 'Digidollars.dmi'
var
amount
turf
Grass
icon = 'Turfs.dmi'
icon_state = "Grass"
Water
icon = 'Turfs.dmi'
icon_state = "Water"
density = 1
Path
icon = 'Turfs.dmi'
icon_state = "Path"
Wall
icon = 'Turfs.dmi'
icon_state = "Wall"
density = 1
Waterfall
icon = 'Turfs.dmi'
icon_state = "Waterfall"
density = 1
TreeTL
icon = 'Turfs.dmi'
icon_state = "TreeTL"
density = 1
TreeTR
icon = 'Turfs.dmi'
icon_state = "TreeTR"
density = 1
TreeBL
icon = 'Turfs.dmi'
icon_state = "TreeBL"
density = 1
TreeBR
icon = 'Turfs.dmi'
icon_state = "TreeBR"
density = 1
Bridge
icon = 'Turfs.dmi'
icon_state = "Bridge"
BridgeT
icon = 'Turfs.dmi'
icon_state = "BridgeT"
density = 1
BridgeB
icon = 'Turfs.dmi'
icon_state = "BridgeB"
density = 1
BridgeL
icon = 'Turfs.dmi'
icon_state = "BridgeL"
density = 1
BridgeR
icon = 'Turfs.dmi'
icon_state = "BridgeR"
density = 1
Cliff
icon = 'Turfs.dmi'
icon_state = "Cliff"
density = 1
Problem description:
On my Digidollars, Bug, and Person icons it puts a grey box that only shades the mapy a little bit can anyone help me make then appear?