ID:263837
 
mob

icon = 'people.dmi'
var
HP = 30
Login()
icon_state = gender
..()
world << "[usr] has logged in!"
Logout()
world << "[usr] has logged out!"

verb

Shout(msg as text)
world << "[usr] shouts : [msg]"

Tell(M as mob in world, msg as text)
M << "[usr] tells you, \"[msg]\""

Emote(msg as text) //what the usr types is passed in
view() << "*[usr] [msg]*" //the whole room sees the second one

WorldEmote (msg as text)
world << "*[usr] [msg]*"

Drop(var/obj/O in usr.contents)
usr << "You drop [O]."
O.loc = usr.loc

Get(var/obj/O as obj in oview())
usr << "You get [O]."
O.loc = usr.contents
Inventory()
usr << "You are carrying:"
for (var/obj/O in usr.contents) usr << O

Look(var/obj/O in view())
usr << "You look at [O]."
usr << O.desc

Admin
verb
Create(O as null|anything in typesof(/obj,/mob,/turf))
set category = "Admin"
set name = "Create"
set desc="(object) Create a new mob, or obj"

if(!O)
return

turf
grass //define a "grass" prototype, which is a kind of turf...
icon = 'grass.dmi' //that has an icon named 'grass.dmi'. In single quotes!

turf/teleporter
var/target = ""
Entered(var/mob/M)
if(ismob(M) && target)
var/turf/T = locate(target)
if(T)
M.loc = T


obj //new obj prototype,
stone //a stone,
icon = 'Game.dmi' //with the 'stone.dmi' icon assigned

New() //overrides its New() proc
icon_state = pick("book")
obj

tree
name="Small Tree"
icon='0.dmi'

For some reason there's no commands tab. There are no errors, though. The "verbs" thingy is in the map file, along with "turf".
Put your code inside <DM></DM> tags, please.

Anyway: you have to make those verbs mob/verbs for players to be given them (by default, anyway). Like so:

mob
verb
Shout(msg as text)
//etc
Tell(M as mob in the world, msg as text)
//etc