ID:141769
 
Code:mob
icon = 'person.dmi'
icon_state = "chance"
verb
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

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:

it says Login :undefined proc


thats my code can you help plz?
Login() has to be placed under /mob, unless you define a Login() proc for turfs.

mob
Login() //Good

turf
Login() //bad

turf
proc
Login() //good, if you want a login proc for turfs
//it would still be a normal proc, though
//unlike mob/Login()
In response to Jeff8500
but will this still make icons appear when you login?
In response to Russelisthebestever2
As long as you programmed icon changing in, yes. A proc must always be placed under its corresponding type, because the compiler can't pick out what you want where.