world
turf = /turf/mainturf
mob=/mob/create_character
name = "The Realm of Avalon - Beta"
status = "Are you the best?"
hub = "Kator.AvalonVirtualRP"
view = "12x12"
New()
..()
ObjectLoad() // remove the first set of // if you wish to make the map auto load
Del()
..()
ObjectSave()
area
NoBuild//flood the places you dont want people to build, with this areaa.
turf
mainturf
icon = 'mainturf.dmi'
mob/create_character
var/mob/character
Login()
alert(src,"No HTML or numbers in your name","Keep It Simple")
var/charactername = input("What is your name?","Character Name",src.key)
switch(input("Choose Your Gender","Gender")in list("Male,Female"))
if("Male")
switch(input("Choose your class(under construction)","MClass")in list("Adventurer,Archer,Citizen,Druid,Healer,Jester,Child,Knight,LizardMan,Mage,Necromancer,Ninja,Nobel,Nomad,Orc,Ranger,Rogue,Samurai,Sorceror,Thief,Thug,TigerMan,Warrior"))
if("Adventurer")
switch(input("Choose a appearance","MAppearADV")in list("#1,#2,#3,#4,#5,#6"))
if("#1")
character = new /mob/You/adventurerm1()
if("#2")
character = new /mob/You/adventurerm2()
if("#3")
character = new /mob/You/adventurerm3()
if("#4")
character = new /mob/You/adventurerm4()
if("#5")
character = new /mob/You/adventurerm5()
if("#6")
character = new /mob/You/adventurerm6()
if("Archer")
character = new /mob/You/archerm1()
if("Citizen")
switch(input("Choose your appearance","MAppearCIT")in list("#1,#2,#3"))
if("#1")
character = new /mob/You/citizenm1()
if("#2")
character = new /mob/You/citizenm2()
if("#3")
character = new /mob/You/citizenm3()
if("Druid")
character = new /mob/You/druidm1()
if("Healer")
character = new /mob/You/healerm1()
if("Jester")
character = new /mob/You/jesterm1()
if("Child")
switch(input("Choose your appearance","MAppearCHI")in list("#1,#2,#3"))
if("#1")
character = new /mob/You/kidm1()
if("#2")
character = new /mob/You/kidm2()
if("#3")
character = new /mob/You/kidm3()
if("Knight")
switch(input("Choose your appearance","MAppearKNI")in list("#1,#2,#3,#4"))
if("#1")
character = new /mob/You/knightm1()
if("#2")
character = new /mob/You/knightm2()
if("#3")
character = new /mob/You/knightm3()
if("#4")
character = new /mob/You/knightm4()
if("LizardMan")
character = new /mob/You/lizardman()
if("Mage")
switch(input("Choose your appearance","MAppearMAG")in list("#1,#2,#3"))
if("#1")
character = new /mob/You/magem1()
if("#2")
character = new /mob/You/magem2()
if("#3")
character = new /mob/You/magem3()
if("Necromancer")
character = new /mob/You/necromancerm1()
if("Ninja")
character = new /mob/You/ninjam1()
if("Noble")
switch(input("Choose your appearance","MAppearNOB")in list("#1,#2"))
if("#1")
character = new /mob/You/noblem1()
if("#2")
character = new /mob/You/noblem2()
if("Nomad")
character = new /mob/You/nomadm1()
if("Orc")
character = new /mob/You/orc()
if("Ranger")
switch(input("Choose your appearance","MAppearRAN")in list("#1,#2"))
if("#1")
character = new /mob/You/rangerm1()
if("#2")
character = new /mob/You/rangerm2()
if("Rogue")
switch(input("Choose your appearance","MAppearROG")in list("#1,#2,#3"))
if("#1")
character = new /mob/You/roguem1()
if("#2")
character = new /mob/You/roguem2()
if("#3")
character = new /mob/You/roguem3()
if("Samurai")
switch(input("Choose your appearance","MAppearSAM")in list("#1,#2,#3"))
if("#1")
character = new /mob/You/samuraim1()
if("#2")
character = new /mob/You/samuraim2()
if("#3")
character = new /mob/You/samuraim3()
if("Sorceror")
character = new /mob/You/sorcerorm1()
if("Thief")
character = new /mob/You/thiefm1()
if("Thug")
character = new /mob/You/thugm1()
if("TigerMan")
character = new /mob/You/tigerman()
if("Warrior")
switch(input("Choose your appearance","MAppearWAR")in list("#1,#2,#3,#4,#5,#6"))
if("#1")
character = new /mob/You/warriorm1()
if("#2")
character = new /mob/You/warriorm2()
if("#3")
character = new /mob/You/warriorm3()
if("#4")
character = new /mob/You/warriorm4()
if("#5")
character = new /mob/You/warriorm5()
if("#6")
character = new /mob/You/warriorm6()
if("Female")
switch(input("Choose your class(under construction)","FClass")in list("Adventurer,Citizen,Healer,Child,Knight,Mage,Necromancer,Rogue,Warrior"))
if("Adventurer")
switch(input("Choose your appearance","FAppearADV")in list("#1,#2,#3,#4"))
if("#1")
character = new /mob/You/adventurerf1()
if("#2")
character = new /mob/You/adventurerf2()
if("#3")
character = new /mob/You/adventurerf3()
if("#4")
character = new /mob/You/adventurerf4()
if("Citizen")
switch(input("Choose your appearance","FAppearCIT")in list("#1,#2,#3"))
if("#1")
character = new /mob/You/citizenf1()
if("#2")
character = new /mob/You/citizenf2()
if("#3")
character = new /mob/You/citizenf3()
if("Healer")
character = new /mob/You/healerf1()
if("Child")
character = new /mob/You/kidf1()
if("Knight")
switch(input("Choose your appearance","FAppearKNI")in list("#1,#2,#3,#4,#5"))
if("#1")
character = new /mob/You/knightf1()
if("#2")
character = new /mob/You/knightf2()
if("#3")
character = new /mob/You/knightf3()
if("#4")
character = new /mob/You/knightf4()
if("#5")
character = new /mob/You/knightf5()
if("Mage")
character = new /mob/You/magef1()
if("Necromancer")
character = new /mob/You/necromancerf1()
if("Rogue")
character = new /mob/You/roguef1()
if("Warrior")
switch(input("Choose your appearance","FAppearWAR")in list("#1,#2"))
if("#1")
character = new /mob/You/warriorf1()
if("#2")
character = new /mob/You/warriorf2()
Click()
src<<"[src.name]/[src.key]"
proc
Save() //saves game,not any reason to alter this if you use
var/savefile/F = new("[src.key].sav")
F["x"] << x
F["y"] << y
F["z"] << z
Write(F)
/*mob
Create_character
icon = 'redhair.dmi'
Click()
src<<"[src.name]/[src.key]"
proc
Save() //saves game,not any reason to alter this if you use
var/savefile/F = new("[src.key].sav")
F["x"] << x
F["y"] << y
F["z"] << z
Write(F)
*/
proc
Load()
if(fexists("[src.key].sav")) //loads
var/savefile/F = new("[src.key].sav")
F["x"] >> x
F["y"] >> y
F["z"] >> z
Read(F)
Login()
src.K_Security_System(3,list("Kator","QueenEsmeradin","Captain Bart"))
character<<"Welcome to the Realm of Avalon"
character<<"We are currently alpha testing."
world<<"<B><I>[character] has logged in!"
..()
src.Load()
for(var/obj/V in src.Overlays)
src.overlays+=V
for(var/obj/V in src.Underlays)
src.underlays+=V
for(var/obj/V in src.topicon)
src.overlays+=V
src<<"Welcome to [world.name]"
if(src.client.address==null||src.client.address=="[world.address]") //if someone logs in and they are the host
if(fexists("Objects.sav"))
// var/Alert = alert(src,"Do you wish to load the map?","Map","Yes","No") //asks if they wish to load the map
// if(Alert=="Yes") //if they choose yes
ObjectLoad() //load objects
// else if(Alert=="No") src<<"Canceled loading map" //otherwise cancels
Logout()
..()
src.overlays -= src.overlays
src.underlays -= src.underlays
src.Save() //when someone logs out it saves.
del(src)
Bump(atom/O)
..()
if(istype(O,/obj/Sign)) //if someone walks into a sign
src<< "<center><b>[O:message]</b><br>Sign Owner:<b> [O:owner]</b>"
if(istype(O,/obj/Door)) //if someone bumps into a door.
if(O:pass=="None"||src.key==O:owner) //if the pass is nothing or if the doors owner bumps into the door.
if(src.key==O:owner && O:pass != "None") src<<"Your password is [O:pass]" //if there is a password it tells the owner of the door the password.
O:density = 0 //makes the density 0....
O:opacity = 0 //makes opacity 0 ...
flick("opening",O) //flicks the state "opening" from the door.
O:icon_state = "open" //after flicking the opening state sets the current state to "open".
sleep(20) //waits 2 seconds.
flick("closing",O) //flicks the closing state.
O:icon_state = "shut" //then sets the state to shut.
O:density = 1 //default density is set back.
O:opacity = 1 //default opacity is set back.
else //other wise if the player that bumped the door is not the owner.
var/password = input("password?")as null|text //prompts whoever bumped the door for a password.
if(!password) return // if they enter nothing as a password. returns
if("[password]"=="[O:pass]") //if the password the enter is equal to the doors password.
O:density = 0 //repeat above
O:opacity = 0
flick("opening",O)
O:icon_state = "open"
sleep(20)
flick("closing",O)
O:icon_state = "shut"
O:density = 1
O:opacity = 1
else
src<<"<b>\red Access Denied</font>" //otherwise if the pass is not equal to the doors pass.
obj
Wall //the object.
icon = 'wall.dmi' //icon.Replace with your own.
icon_state = "" //icon state.replace with the icons state.
density = 1 //or 0 for floors.
opacity = 1 //1 for walls, 0 for floors.
//you may copy and paste ^^^^ and edit the values and name to create new objects.
Sign
icon = 'sign.dmi'
density = 1
var/message //the message witch will come up in an html window
Door
icon = 'door.dmi'
icon_state = "shut"
density = 1
var/pass = null
//---------------------------------------------------------------------------------------------------- //
var
owner //owner var.
lastx //for object loading
lasty
lastz
Click()
if(src.owner) //if someone built it.
src<<"<b>[src.owner] Made this [src.name].</font>" //when they click on an object it tells them who the owner is.
else src<<"<b>Noone built this [src.name].</font>" //if no one built it.
//----------------------------------------------------------------------------------------------------- //-
mob
verb
Wall()
set category = "Build"
if(src.Nobuild())
var/W = new/obj/Wall(src.loc) //makes a wall in the src's loc.
W:owner = "[src.key]" //makes the walls owner the src's key.
view()<<"<b>[src] built an [W:name].</font>"
//tells anyone in view that the src built an object.
//^^^^ for each new object you add copy and past this and change the new/obj/Wall to new/obj/Newobjectname.
Sign()
set category = "Build"
if(src.Nobuild())
var/O = new/obj/Sign(src.loc) //makes a new sign in the src's loc.
O:owner = "[src.key]" //makes the owner the src's key.
var/msg = input("What do you want to write on the sign?","-Sign")as text //prompts the src for what the sign will say.
if(!msg) msg = "<font color=red><small>(null)</font>" //if there is no message the message is (null).
O:message = msg //makes the signs msg the message the src chose.
O:name = "[msg]" //changes the signs name to the message.
Door()
set category = "Build"
if(src.Nobuild())
var/O = new/obj/Door(src.loc) //creates a new door in the src's loc
O:owner = "[src.key]"
var/password = input("What is the password(leave it blank for none)")as text
if(!password)
O:pass = "None"
return
O:pass = password
//------------------------------------------------------------------------------------------------------ //
Destroy(obj/O in oview(3)) //for someone to destroy something they built.
if(!O) return
if(O.owner=="[src.key]") //if the src is the owner of the object.
src<<"<b>you delete [O].</font>"
del(O)
else if(O.owner != "[src.key]") src<<"<b>You are not the owner of [O].</font>" //otherwise if they are not the owner they cant destroy it
ChangeObjectIcon(obj/O in oview(3),I as icon)
if(!I) return
if(length(I)>1000000) //if the Icon is above 1MB
src<<"Icon File is to large!"
return
if(O.owner=="[src.key]")
O.icon = I
ObjectState(src,O)
else if(O.owner != "[src.key]") src<<"your not the owner!"
ChangeObjectIconState(obj/O in oview(3))
if(!O) return
if(O.owner=="[src.key]")
ObjectState(src,O)
else if(O.owner != "[src.key]") src<<"Your not the owner!"
ChangeObjectDensity(obj/O in oview(3))
if(!O) return
if(O.owner=="[src.key]")
var/Dense = input("Density?") in list("1","0")
switch(Dense)
if("1")
O.density = 1
if("0")
O.density = 0
else if(O.owner != "[src.key]") src<<"Your not the owner!"
ChangeObjectOpacity(obj/O in oview(3))
if(!O) return
if(O.owner=="[src.key]")
var/Opacity = input("Opacity?") in list("1","0")
switch(Opacity)
if("1")
O.opacity = 1
if("0")
O.opacity = 0
else if(O.owner != "[src.key]") src<<"Your not the owner!"
ChangeObjectName(obj/O in oview(3))
if(!O) return
if(O.owner=="[src.key]")
var/Name = input("Name?") as null|text
if(Name)
O.name = Name
else if(O.owner != "[src.key]") src<<"Your not the owner!"
DestroyView()
var/Alert = alert(src,"are you sure you want to destroy everything you built in view?","-Confirm","Yes","No") //asks if they are sure they want to destroy there view.
if(Alert=="Yes") //if they are sure they want to delete there view
for(var/obj/O in view()) //every object they can see.
if(O.owner=="[src.key]") del(O) //checks the objects owner. //if the owner is the src's key it deletes it.
else if(Alert=="No") src<<"<b>You chose not to destroy your view.</font>" //if they choose no.
DestroyAll() //for someone to destroy everything they built.
var/Alert = alert(src,"Are you sure you want to destroy everything that you built?","-Confirm","Yes","No") //asks if they are sure they want to destroy everything they built.
if(Alert=="Yes") //if they are sure.
for(var/obj/O) //scans through every object.
if(O.owner=="[src.key]") del(O) //checks to see if the src is the owner. //if the src is the owner it deletes the object.
else if(Alert=="No") src<<"<b>You choose not to delete everything you built.</font>" //if the src cancels.
Summon(mob/M in world)
var/Alert = alert(M,"Do you wish to let [src] summon you?","-Being Summoned","Yes","No")
switch(Alert)
if("Yes")
M.loc = locate(src.x,src.y,src.z)
src<<"You summon [M]"
M<<"[src] summoned you"
if("No")
src<<"[M] does not want to be summoned"
Goto(mob/M in world)
var/Alert = alert(M,"Do you wish to let [src] goto you?","-Goto","Yes","No")
switch(Alert)
if("Yes")
src.loc = locate(M.x,M.y,M.z)
src<<"You goto [M]"
M<<"[src] Goes to you"
if("No")
src<<"[M] does not want you to goto them"
AFK()
if(src.afk)
src.overlays -= 'AFK.dmi'
world<<"<TT><b>[src] has returned from afk.</font>"
src.afk=0
else
var/Reason = input("Reason for going afk","-Afk") as null|text
if(Reason)
src.overlays += 'AFK.dmi'
world<<"<TT><b>[src] Goes AFK because- [Reason]</font>"
src.afk=1
else
src.overlays += 'AFK.dmi'
world<<"<TT><b>[src] Goes AFK</font>"
src.afk=1
Rename()
var/Name = input("What do you want your new name to be?","-Rename") as null|text
if(Name)
if(lentext(name)<40)
src.name = Name
else
src<<"Name is to long!"
Who()
for(var/mob/M)
if(M.client)
src<<"<b>[M.name] / [M.key]</b>"
//---------------------------------------------------------------------------------------------------------------------------- //
proc
StateChange(mob/M)
var/icon/I = new(M.icon)
var/list/States = icon_states(I)
States.Add("Default")
var/newstate = input(M,"What do you want your new icon state to be?","-State") in States
M.icon_state = newstate
if(newstate=="Default")
M.icon_state = null
proc
ObjectState(mob/src,obj/O)
var/icon/I = new(O.icon)
var/list/States = icon_states(I)
States.Add("Default")
var/State= input(src,"Set [O]'s iconstate to?","-Change") in States
O.icon_state = State
proc
FlickState(mob/M)
var/icon/I = new(M.icon)
var/list/States = icon_states(I)
States.Add("Default")
var/Flick= input(M,"What state do you want to flick?","-Flick") in States
var/State= input(M,"What state do you want to set your icon to afterwards?","-Change") in States
flick(Flick,M)
M.icon_state = State
//---------------------------------------------------------------------------------------------------
mob
verb
ChangeIcon(I as icon)
set category = "Customize"
if(!I) return //if they cancel.
if(length(I)>1000000) //if the Icon is above 1MB
src<<"Icon File is to large!"
return
src.icon = I //changes the src's current icon
StateChange(src) //calls the StateChange() proc.witch will prompt the src for an icon state.
src<<"<b>your icon is now '[I]' and your icon state is \"[src.icon_state]\".</font>" //tells the src what there icon is, aswell as there state.
AddOverlay(I as icon)
set category = "Customize"
if(!I) return
if(length(I)>1000000) //if the Icon is above 1MB
src<<"Icon File is to large!"
return
var/o = new/obj/Customobj //creates a new object.
o:icon = I
ObjectState(src,o)
var/Name = input("Overlays Name?","-Overlay")as text
if(!Name) return
o:name = Name
o:layer = MOB_LAYER+1
src.overlays += o
src.Overlays.Add(o)
AddUnderlay(I as icon)
set category = "Customize"
if(!I) return
if(length(I)>1000000) //if the Icon is above 1MB
src<<"Icon File is to large!"
return
var/o = new/obj/Customobj //creates a new object.
o:icon = I //sets the objects icon to the icon the player has chosen.
ObjectState(src,o)
src.underlays += o
src.Underlays.Add(o)
RemoveAllOverlays()
set category = "Customize"
var/Alert = alert(src,"You really want to remove all your overlays?","-Overlays","Yes","No")
if(Alert=="Yes")
src.overlays -= src.overlays
src.Overlays = list()
else if(Alert=="No") src<<"<b>Canceled removing overlays</font>"
RemoveAllUnderlays()
set category = "Customize"
var/Alert = alert(src,"You really want to remove all your Underlays?","-Underlays","Yes","No")
if(Alert=="Yes")
src.underlays -= src.underlays
src.Underlays = list()
else if(Alert=="No") src<<"<b>Canceled removing underlays</font>"
RemoveOverlay(O in src.Overlays)
set category = "Customize"
if(!O) return
src.overlays.Remove(O)
src.Overlays.Remove(O)
RemoveUnderlay(O in src.Underlays)
if(!O) return
src.underlays.Remove(O)
src.Underlays.Remove(O)
ChangeIconState()
set category = "Customize"
StateChange(src)
src<<"<b>Your icon state is now \"[src.icon_state]\".</font>"
Flick_State()
set category = "Customize"
FlickState(src)
TurnIcon(Degrees as num) //turns the src's icon by an angle they choose.
set category = "Customize"
if(!Degrees) return
var/icon/I = turn(src.icon,Degrees)
src.icon = I
//------------------------------------------------------------------------------------------- //
mob
verb
TopIcon() //prompts the src for an icon File.
set category = "Customize"
if(!src.top)
var/I = input("Icon")as null|icon
if(!I) return
if(length(I)>1000000) //if the Icon is above 1MB
src<<"Icon File is to large!"
return
var/o = new/obj/Topicon //creates a new object.
o:icon = I //sets the objects icon to the icon the player has chosen.
ObjectState(src,o) //changes the objects state to the state the src chooses.
o:layer = MOB_LAYER+1
src.overlays += o //adds the object to the src's overlays.
src<<"<b>your top icon is now [I].</font>" //tells the src what there top icon is >_>
src.topicon.Add(o)
src.top = 1
else
var/Takeoff = input("What Top icon?")as obj in src.topicon
src.overlays.Remove(Takeoff)
src.topicon.Remove(Takeoff)
src.top = null
//-------------------------------------------------------------------------------------------- //
obj
Topicon
pixel_y = 32
/obj/Customobj
//------------------------------------------------------------------------------------------------ //
mob
var
list/CustomObjs = list()
list/Overlays = list()
list/Underlays = list()
list/topicon = list()
top = null
afk = 0
mob
verb
AddCustomObject(I as icon) //prompts src for an icon file.
if(!I) return //if the src cancels.
var/O = new/obj/Customobj //creates a new object.
O:icon = I //changes the objects icon to the icon the src chooses.
ObjectState(src,O)
var/Name = input("Name") as text //prompts src for a name for the object.
if(!Name) return //if they leave the Name blank it cancels.
O:name = Name //changes the objects name to the name the src chooses.
var/Density = input("Density","Custom") in list("0","1") //prompts src for a density value.
if(Density=="0") //if the src chooses 0.
O:density = 0 //changes the objects density to 0.
else //if the src chooses 1 density.
O:density = 1 //changes the objects denstiy = 1.
var/Opacity = input("Opacity","Custom") in list("0","1") //prompts the src for an opacity value.
if(Opacity=="0") //if the src chooses 0.
O:opacity = 0 //changes the objects opacity to 0.
else //if the src chooses 1.
O:opacity = 1 //changes the opacity to 1.
src.CustomObjs:Add(O) //adds the object to the src's custom object list.
src<<"use the verb 'CustomObj' in the Build panel to build this or another custom obj" //tells the src.
CustomObj(obj/O in src.CustomObjs) //prompts src for an object in there custom object list.
set category = "Build"
if(!O) return //if the src cancels.
var/cust = new/obj/Customobj(src.loc) //creates a new custom object where the src is standing.
cust:owner = "[src.key]" //makes the objects owner the src's key.
cust:icon = O.icon //makes the objects icon the icon that the src has cose for there custom icon.
cust:icon_state = O.icon_state //makes the icon state the same as the object they chose.
cust:opacity = O.opacity
cust:density = O.density //makes the density the same as the object the src chose.
cust:name = O.name //makes the names the same as the object the src chose.
//------------------------------------------------------------------------------------------------------------------------- //
DeleteCustomobj(obj/O in src.CustomObjs) //prompts the src for an object in there custom object list.
if(!O) return //if they cancel returns
src.CustomObjs.Remove(O) //removes the object from the src's custom object list.
Say(msg as text)
if(!msg) return
msg = limittext(msg,300) //defaulted limit text is 300 characters,change 300 to however long you want the max length to be.
view()<<"<b>[src] says:</b> [msg]</font>"
Wsay(msg as text)
if(!msg) return
msg = limittext(msg,300) //defaulted limit text is 300 characters,change 300 to however long you want the max length to be.
world<<"<b>\red[src]</font><b> Wsays: [msg]</font>"
Whisper(mob/M in world,msg as text)
if(!M||!msg) return
msg = limittext(msg,300) //defaulted limit text is 300 characters,change 300 to however long you want the max length to be.
src<<"\blue<b>\[to [M]\]</font>:<b> [msg]</font>"
M<<"\blue<b>\[from [src]\]</font>: <b>[msg]</font>"
proc
limittext(msg as text,Length as num)
if(length(msg)>Length) msg = copytext(msg,1,Length) + "...."
return msg
//-------------------------------------------------------------------------------------------------------------- //
//saving objects
proc
ObjectSave()
var/list/objects = new()
var/savefile/F = new("Objects.sav")
for(var/obj/O)
if(O.owner)
O.lastx = O.x
O.lasty = O.y
O.lastz = O.z
objects.Add(O)
F["All"] << objects
//loading objects
ObjectLoad()
var/list/objects = new() //creates a new list.
var/savefile/F = new("Objects.sav")
F["All"] >> objects
if(!length(objects))
world<<"<font color=red>ERROR:No objects to load</font>"
return
for(var/obj/B) if(B.loc && B.owner) del(B)
for(var/obj/O in objects)
O.loc = locate(O.lastx,O.lasty,O.lastz)
world<<"objects loaded"
mob
proc
Nobuild()
for(var/area/O in oview(0,src))
if(istype(O,/area/NoBuild))
src<<"You cannot build here"
return 0
else
return 1
mob/You/sorcerorm1
icon='sorceror_m1.dmi'
mob/You/adventurerm1
icon='adventurer_m1.dmi'
mob/You/adventurerm2
icon='adventurer_m2.dmi'
mob/You/adventurerm3
icon='adventurer_m3.dmi'
mob/You/adventurerm4
icon='adventurer_m4.dmi'
mob/You/adventurerm5
icon='adventurer_m5.dmi'
mob/You/adventurerm6
icon='adventurer_m6.dmi'
mob/You/archerm1
icon='archer_m1.dmi'
mob/You/citizenm1
icon='citizen_m1.dmi'
mob/You/citizenm2
icon='citizen_m2.dmi'
mob/You/citizenm3
icon='citizen_m3.dmi'
mob/You/druidm1
icon='druid_m1.dmi'
mob/You/healerm1
icon='healer_m1.dmi'
mob/You/jesterm1
icon='jester_m1.dmi'
mob/You/kidm1
icon='kid_m1.dmi'
mob/You/kidm2
icon='kid_m2.dmi'
mob/You/kidm3
icon='kid_m3.dmi'
mob/You/knightm1
icon='knight_m1.dmi'
mob/You/knightm2
icon='knight_m2.dmi'
mob/You/knightm3
icon='knight_m3.dmi'
mob/You/knightm4
icon='knight_m4.dmi'
mob/You/lizardman
icon='lizard_man.dmi'
mob/You/magem1
icon='mage_m1.dmi'
mob/You/magem2
icon='mage_m2.dmi'
mob/You/magem3
icon='mage_m3.dmi'
mob/You/necromancerm1
icon='necromancer_m1.dmi'
mob/You/ninjam1
icon='ninja_m1.dmi'
mob/You/noblem1
icon='noble_m1.dmi'
mob/You/noblem2
icon='noble_m2.dmi'
mob/You/nomadm1
icon='nomad_m1.dmi'
mob/You/orc
icon='orc.dmi'
mob/You/rangerm1
icon='ranger_m1.dmi'
mob/You/rangerm2
icon='ranger_m2.dmi'
mob/You/roguem1
icon='rogue_m1.dmi'
mob/You/roguem2
icon='rogue_m2.dmi'
mob/You/roguem3
icon='rogue_m3.dmi'
mob/You/samuraim1
icon='samurai_m1.dmi'
mob/You/samuraim2
icon='samurai_m2.dmi'
mob/You/samuraim3
icon='samurai_m3.dmi'
mob/You/thiefm1
icon='thief_m1.dmi'
mob/You/thugm1
icon='thug_m1.dmi'
mob/You/tigerman
icon='tiger_man.dmi'
mob/You/warriorm1
icon='warrior_m1.dmi'
mob/You/warriorm2
icon='warrior_m2.dmi'
mob/You/warriorm3
icon='warrior_m3.dmi'
mob/You/warriorm4
icon='warrior_m4.dmi'
mob/You/warriorm5
icon='warrior_m5.dmi'
mob/You/warriorm6
icon='warrior_m6.dmi'
mob/You/adventurerf1
icon='adventurer_f1.dmi'
mob/You/adventurerf2
icon='adventurer_f2.dmi'
mob/You/adventurerf3
icon='adventurer_f3.dmi'
mob/You/adventurerf4
icon='adventurer_f4.dmi'
mob/You/citizenf1
icon='citizen_f1.dmi'
mob/You/citizenf2
icon='citizen_f2.dmi'
mob/You/citizenf3
icon='citizen_f3.dmi'
mob/You/healerf1
icon='healer_f1.dmi'
mob/You/kidf1
icon='kid_f1.dmi'
mob/You/knightf1
icon='knight_f1.dmi'
mob/You/knightf2
icon='knight_f2.dmi'
mob/You/knightf3
icon='knight_f3.dmi'
mob/You/knightf4
icon='knight_f4.dmi'
mob/You/knightf5
icon='knight_f5.dmi'
mob/You/magef1
icon='mage_f1.dmi'
mob/You/necromancerf1
icon='necromancer_f1.dmi'
mob/You/noblef2
icon='noble_f2.dmi'
mob/You/roguef1
icon='rogue_f1.dmi'
mob/You/warriorf1
icon='warrior_f1.dmi'
mob/You/warriorf2
icon='warrior_f2.dmi'
//turf
// icon = 'mainturf.dmi'
Problem description:
Icon selection doesn't work as I hoped, it would ask you your gender, then your class then appearance. But it seemingly doesn't want to work right and when you log in it just shoves you off the map somewhere instead of 1,1,1
EDIT--fixed all the Usr abuse.