mob
player
var
rank="Player"
var/list/banned=list()
var/list/gms=list("Tweelik","Izen","Bovine_Buddy") //list of admins.
var/list/owners=list("Black Wolf Production") //list of owner
var/list/admins=list() //list of owner
var/list/oldbies=list() //list of owner
Gm //the admin type of verb.
verb
Reboot()
set category = "Staff"
for(var/i=10; i>0;i--)
if(i<=5) world <<"World is rebooting in [i] seconds."
sleep(10)
world<<"World is rebooting now!"
world<<"Rejoin us at: [world.url]"
world.Reboot()
Repop()
set category = "Staff"
world<<"World Repop" //tell everyone.
world.Repop() //yup, theres a built-in proc for this too, look it up in F1 to know more about it.
Rename(mob/player/P in world)
set category = "Staff"
var/n=input("New name?")as text
P.name=n
P<<"Youve been renamed [n]!"
Oldbie //the admin type of verb.
verb
Kick(mob/player/P in world, var/reason as text|null) //the args(arguments) here ask for a player to be chose from a list, and then a reason is asked in text form.
set category = "Staff"
P<<"You are being kicked because [reason]" //tell him why.
usr<<"You have kicked [P]" //tell you.
del(P) //delete P from the world, but he can come back..thats what ban is for hehehe...
Admin
verb
Announce(t as message)
set category = "Staff"
world<<"<font size=4><font color=red>Admin <b>[usr]</b> Announces :<br> [t] </font>"
Owner
verb
Give_Rank(mob/player/P in world) //choose a player in the world.
set category = "Staff"
switch(input("[P] is currently ranked [P.rank] . Do you wish to change the rank of [P]?")in list("Yes","No")) //ask if they're sure they want to change the rank of the selected person
if("Yes") //if yes...
switch(input("Change to which rank?") in list("Player","Oldbie","GM","Admin","Owner")) //ask which rank to change them to.
if("Player") //if the default player rank...
P.rank="Player" //change their rank to player.
P.Take_Admin() //and add all the admin verbs.
P.Take_Owner() //and add all the admin verbs.
P.Take_GM()
P.Take_Oldbie()
if("Oldbie") //if the old user rank, Oldbie...
P.rank="Oldbie" //change their rank to oldbie.
P.Add_Oldbie()
P.Take_Owner()
P.Take_GM()
P.Take_Owner()
if("GM") //if the GM rank...
P.rank="GM" //change their rank to GM.
P.Take_Owner()
P.Take_Admin()
P.Add_GM()
P.Add_Oldbie()
if("Admin") //if the Admin rank...
P.rank="Admin" //change their rank to Admin...
P.Add_Admin() //and add all the admin verbs.
P.Add_GM()
P.Add_Oldbie()
P.Take_Owner()
if("Owner") //if the owner rank...
P.rank="Owner" //change their rank to owner...
P.Add_Owner() //and add all the admin verbs.
P.Add_GM()
P.Add_Oldbie()
if("No") //if no...
return ..() //return default.
Ban(mob/player/P in world, var/reason as text|null)
set category = "Staff"
P<<"You have been banned because [reason]" //tell him.
banned+="[P.key]" //add their key to the banned list.
del(P) //delete the banned player.
usr<<"You have banned [P]!" //tell you.
proc
Take_Owner()
verbs-=typesof(/mob/Owner/verb)
Take_Admin()
verbs-=typesof(/mob/Admin/verb)
Take_Oldbie()
verbs-=typesof(/mob/Oldbie/verb)
Take_GM()
verbs-=typesof(/mob/Gm/verb)
Add_Oldbie()
verbs+=typesof(/mob/Oldbie/verb)
Add_GM()
verbs+=typesof(/mob/Gm/verb)
Add_Owner()
verbs+=typesof(/mob/Owner/verb)
Add_Admin()
verbs+=typesof(/mob/Admin/verb)
Login()
if(src.key in admins)
src.verbs+=typesof(/mob/Admin/verb)
src.verbs+=typesof(/mob/Gm/verb)
src.verbs+=typesof(/mob/Oldbie/verb)
if(src.key in owners)
src.verbs+=typesof(/mob/Owner/verb)
src.verbs+=typesof(/mob/Gm/verb)
src.verbs+=typesof(/mob/Oldbie/verb)
src.verbs+=typesof(/mob/Admin/verb)
if(src.key in oldbies)
src.verbs+=typesof(/mob/Oldbie/verb)
if(src.key in gms)
src.verbs+=typesof(/mob/Gm/verb)
if(src.key in banned)
del(src)
else
world<<"[src] logs in"
world
mob=/mob/player
When ever I put this code on, I get no errors but when i go ingame, I cant move, I take code I can move, what could be wrong?
Here is my moving code
client //overrides the client's proc
North()
var/area/A = usr.loc //creates a variable to hold usr.loc
if (A.north) usr.Move(locate(A.north)) //moves player north if possible
else usr << "No area in that direction." //otherwise not
East()
var/area/A = usr.loc //creates a variable to hold usr.loc
if (A.east) usr.Move(locate(A.east)) //moves player north if possible
else usr << "No area in that direction." //otherwise not
South()
var/area/A = usr.loc //creates a variable to hold usr.loc
if (A.south) usr.Move(locate(A.south)) //moves player north if possible
else usr << "No area in that direction." //otherwise not
West()
var/area/A = usr.loc //creates a variable to hold usr.loc
if (A.west) usr.Move(locate(A.west)) //moves player north if possible
else usr << "No area in that direction." //otherwise not