ID:143172
 
mob/Login()
usr.icon = 'Person.dmi'
world << "[usr] has logged in!"
usr << "Welcome to Basic Project, [usr]!"
usr.loc = locate(1,1,1)

mob/Logout()
world << "[src] has logged out!"
usr << "Thanks for stopping by, [src]"
sleep(20)
del (src)
------------------------------------------
proc
DeathCheck() //check to see if an attack is deadly
if (HP <= 0) //if the defender's HP is low enough...
world << "[src] dies!" //give the death messaging

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
M:DeathCheck() //check for death with a proc
------------------------------------------------------------
turf/Grass
icon = 'Grass.dmi'

world/turf = /turf/Grass


turf/Water
icon = 'Water.dmi'
density = 1

turf/DirtFloor
icon = 'Turfs3.dmi'
icon_state = "DirtFloor.dmi"
turf/GravelFloor
icon = 'Turfs2.dmi'
icon_state = "GravelFloor.dmi"
turf/BrickWall
icon = 'Turfs1.dmi'
icon_state = "BrickWall.dmi"
density = 1
opacity = 1
need some assistance were the line starts and stops,
makes me have lots of errors...
Put your code inside <DM></DM> tags, so we can actually read it.

Change usr in Login() and Logout() (ESPECIALLY Logout() to src.

Don't use the colon operator, use . instead. If it doesn't work, then don't just hide the problem by using : .

TELL US WHAT THE ERRORS ARE.
I can tell you right away that it's not indented properly.
In response to DisturbedSixx
No, you can't, because he failed to preserve the formatting.
In response to Garthor
Well seeing as he has everything else indented correctly, I am assuming that his code actually looks like that.
mob/var/HP = 10

mob/Login()
usr.icon = 'Person.dmi'
world << "[usr] has logged in!"
usr << "Welcome to Basic Project, [usr]!"
usr.loc = locate(1,1,1)

mob/Logout()
world << "[src] has logged out!"
usr << "Thanks for stopping by, [src]"
sleep(20)
del (src)

mob
Enemy
icon = 'Person.dmi'

mob
proc
DeathCheck() //check to see if an attack is deadly
if (HP <= 0) //if the defender's HP is low enough...
world << "[src] dies!" //give the death messaging

mob
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
M:DeathCheck() //check for death with a proc

turf/Grass
icon = 'Grass.dmi'

world/turf = /turf/Grass


turf/Water
icon = 'Water.dmi'
density = 1

turf/DirtFloor
icon = 'Turfs3.dmi'
icon_state = "DirtFloor"
turf/GravelFloor
icon = 'Turfs2.dmi'
icon_state = "GravelFloor"
turf/BrickWall
icon = 'Turfs1.dmi'
icon_state = "BrickWall"
density = 1
opacity = 1


This now works.

You didn't indent corretly, and there were no preceding declaring value for what or who the proc and verb was going to be used for.

Also, in your first post, why were the icon states ended with .dmi inside the quotation marks?