world
//Configure the mob type to create when players log in.
mob = /mob/player
name = "simple world"
hub = "captain dale.simpleworld"
turf
floor
icon = 'floor.dmi'
grass
icon= 'grass.dmi'
road
icon= 'road.dmi'
path
icon= 'path.dmi'
hedge
icon= 'hedge.dmi'
density = 1 //cannot walk through walls
wall
icon = 'wall.dmi'
opacity =0 //cannot see through walls
density = 1 //cannot walk through walls
House
icon= 'house1.dmi'
density = 1 //cannot walk through walls
House2
House
icon= 'house1.dmi'
density = 1 //cannot walk through walls
House2
icon= 'house2.dmi'
door
icon='house2.dmi'
density = 0
Entered(mob/M)
M.loc = locate(3,38,1)
house3
icon='house3.dmi'
density = 1 //cannot walk through walls
hedgeleft
icon= 'hedgeleft.dmi'
density = 1 //cannot walk through walls
woodfloor
icon= 'woodfloor.dmi'
flowers
icon= 'flower.dmi'
area
area1
area2
area
var
look
sound
// Entered()
//Put the cursor on "Entered" and press F1 to learn
//more about this procedure. You can also press F1
//on the << operator to learn about that.
mob
var
hp = 100
maxhp = 100
GM
controled
Master
blind
player
icon = 'player.dmi'
Stat()
statpanel("Inventory",contents)
// Bump(atom/obstacle)
verb
look()
usr << "You see:"
for(var/O as obj|mob in oview())
usr << "\a [O]"
// conversation
say(msg as text)
view() << "[usr] says, \"[msg]\""
shout(msg as text)
world << "[usr] shouts, \"[msg]\""
whisper(msg as text)
view(1) << "[usr] whispers, \"[msg]\""
tell(M as mob in world, msg as text)
M << "[usr] tells you, \"[msg]\""
// configuration
myname(arg as text)
name = arg
myicon(arg as icon)
icon = arg
Problem description:
my man won't teleport when he goes to housde 2, even though i have the code...what's happening??