#define DEBUG
mob
var
HP = 30 //declares a new variable called HP, with a value of 30
icon = 'person.dmi'
icon_state = "male"
verb
attack(mob/M as mob in oview(1)) //attack a mob within 1 tile of you
usr << "You attack [M]!" //send this message to the usr
oview() << "[usr] attacks [M]!" //send this message to everybody else
var/damage = rand(1,10) //assign a random # to a new variable
world << "[damage] damage!" //tell the damage to the world
M.HP -= damage //take away the damage from M
Say(msg as text)
view() << "[usr] says: [msg]"
verb
OOC(msg as text)
world << "[usr] OOC: [msg]"
verb
Emote(msg as text)
world << "*[usr] [msg]*"
verb
Whisper(msg as text)
oview(3) << "[usr] whispers: ]msg]"
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
Roof
icon = 'turfs.dmi'
icon_state = "roof"
density = 1
Cliff
icon = 'turfs.dmi'
icon_state = "cliff"
density = 1
Cliff2
icon = 'turfs.dmi'
icon_state = "cliff2"
density = 1
Water2
icon = 'turfs.dmi'
icon_state = "Water2"
density = 1
Rock
icon = 'turfs.dmi'
icon_state = "rock"
density = 1
mob
icon = 'person.dmi' //makes it so all mobs will be created with the person icon
Login()
icon_state = gender //when a player logs in, make their icon's state
..() //the gender of their key. Then call the parent!
verb
say(msg as text) //What the usr says is passed into "msg" as text
world << "[usr]: [msg]" //The world sees chatroom-like output
Problem description:
This is starting to annoy me.
It keeps saying inconsistent indentation on icon = 'person.dmi' then i indent and it says it on icon_state = "male" then i indent.
THEN A LOT MORE INCONSISTENT INDENTATIONS! plz help me im so confused