ID:148113
 
Whenever I try adding these mute codes:
Mute(mob/M in world)
if(!usr.Muted)
M.Muted = 1
M <<"You have been muted by [usr]!"
usr <<"You have muted [M]!"
else
usr <<"[M] is already muted!"


Un_Mute(mob/M in world)
if(usr.Muted)
M.Muted = 0
M <<"You have been un-muted by [usr]!"
usr <<"You have un-muted [M]!"
else
usr <<"[M] is not muted!"


To this code:
mob/Admin/verb

Boot(mob/M as mob in world) // Boot verb -- Lets boot the troublesome fellows.
set category = "Police" // This sets the verb to the "Administration" panel
if(M.client) // This checks to see a specific character in the game, client wise.
if(M.key == "Blueseed15") // This checks to see if a certain character is online
usr << alert("You can't boot Blueseed15")// This alerts the user and tells them that they cannot boot whoever the character is that is looked up (For example, I am the person looked up, so therefore I cannot be booted.)
if(M.key == usr.key)
usr << alert("You can't boot yourself")
else // If the player looked up is not the one being booted we go on from here
world << "[usr] causes [M] to disappear." // We tell the world that the player is booted.
del(M) // We delete the players traces/icon here.

Reboot() // Reboot verb
set category = "Police" // This sets the verb to the "Administration" panel
world << "<font color=green><b>Reboot in 10 seconds!</b>" //This tells the world that there is a Reboot
sleep(100)
world.Reboot() // This reboots the world

Rename(mob/M as mob in world, ID as text)
set category="Police"
set desc="Change A Mob's ID"
M.name=ID


It always gets an inconsistant indentation error no matter how I modify the indentation....
DM TAGS!
In response to Airjoe
DM tags?
In response to Blueseed15
In response to Airjoe
ok, edited
The first is using tabs. The second is using 8 spaces. Copy the tab, then press control-H (in DM), type " " (8 spaces) into the first box, and paste the tab into the second box (it will be a little black box). Then, press replace all. That should fix your problem. And use tabs from now on.
In response to Garthor
thank you
In response to Blueseed15
New problem...
Mute(mob/M in world)
set category="Police"
if(!usr.Muted)
M.Muted = 1
M <<"You have been muted by [usr]!"
usr <<"You have muted [M]!"
world <<"[M] has been muted by [usr]!"
else
usr <<"[M] is already muted!"
Un_Mute(mob/M in world)
set category="Police"
if(!usr.Muted)
M.Muted = 0
M <<"You have been un-muted by [usr]!"
usr <<"You have un-muted [M]!"
world <<"[M] has been un-muted by [usr]!"
else
usr <<"[M] is not muted!"


I can keep on muting and unmuting and it will have the mute or unmute sentence appear, even when the one saying they are already muted or not muted is supposed to appear.
In response to Blueseed15
    Mute(mob/M in world)
set category="Police"
if(!usr.Muted)
M.Muted = 1
M <<"You have been muted by [usr]!"
usr <<"You have muted [M]!"
world <<"[M] has been muted by [usr]!"
else
usr <<"[M] is already muted!"
Un_Mute(mob/M in world)
set category="Police"
if(usr.Muted)
M.Muted = 0
M <<"You have been un-muted by [usr]!"
usr <<"You have un-muted [M]!"
world <<"[M] has been un-muted by [usr]!"
else
usr <<"[M] is not muted!"



In the unmute you had if(!usr.muted) which means if their not muted. Try the code I just posted


Airjoe
In response to Airjoe
I tried that already... problem was, with that, Unmute didn't work at all... unmute works just fine as is except for the thing I said in my recent post.
In response to Blueseed15
It's because in the if() statement you checked for the person calling the verb instead of the mob change usr to M
In response to Super16
oops, thank you