ID:1968894
 
(See the best response by Lummox JR.)
I'm triny to play Naruto Next Generation,i have the source and when I press Run it keeps saying there are 4 errors I need to fix


loading Naruto.dme
1.5.Procs.dm:350:error: bad argument definition
1.5.Procs.dm:350:error: bad argument definition
1.5.Procs.dm:367:error: bad argument definition
1.5.Procs.dm:367:error: bad argument definition
Naruto.dmb - 4 errors, 0 warnings (10/18/15 2:57 pm)
You'll have to post the lines in question in order for us to diagnose the issue.
loading Naruto.dme
1.5.Procs.dm:350:error: bad argument definition
1.5.Procs.dm:350:error: bad argument definition
1.5.Procs.dm:367:error: bad argument definition
1.5.Procs.dm:367:error: bad argument definition
Naruto.dmb - 4 errors, 0 warnings (10/18/15 2:57 pm) how do I fix it?
/*mob/verb/newstats()
str=10
maxhp=100
maxcha=50
def=10
agi=10
vit=10
pow=10
con=10
level=1
maxexp=8
exp=0
var/newstr=input("str?") as num
var/newvit=input("vit?") as num
var/newdef=input("def?") as num
var/newagi=input("agi?") as num
var/newpow=input("pow?") as num
var/newcon=input("con?") as num
newstr=newstr-10
newvit=newvit-10
newdef=newdef-10
newagi=newagi-10
newpow=newpow-10
newcon=newcon-10
loop
if(0<newstr)
newstr--
strexp=100
strexp()
goto loop
loop2
if(0<newvit)
newvit--
vitexp=100
vitexp()
goto loop2
loop3
if(0<newdef)
newdef--
defexp=100
defexp()
goto loop3
loop4
if(0<newagi)
newagi--
agiexp=100
agiexp()
goto loop4
loop5
if(0<newpow)
newpow--
powexp=100
powexp()
goto loop5
loop6
if(0<newcon)
newcon--
conexp=100
conexp()
goto loop6*/

mob/proc
deathview(var/tz)
if(headgear==/obj/sunglasses)
range(8)<<"<b>[src] is uneffected by the death viewing technique!"
return
else
range(8)<<"<b>[src] has been caught in a death viewing technique!"
if(client)
client.perspective=EYE_PERSPECTIVE
client.eye=locate(18,74,1)
var/K=new/obj/deadbody(locate(18,74,1))
K:overlays+=overlays
K:icon=icon
spawn(tz)
client.perspective=MOB_PERSPECTIVE
client.eye=client.mob
del K
else
freeze=1
spawn(tz)freeze=0
intensedown()
loop
spawn(70)
if(intense>=1)
var/T=0
for(var/mob/M in oview(8))if(village==M.village&&!M.pktoggle&&!pktoggle&&M.village!="None")T=1
if(T==0)
intense=0
overlay()
goto loop
rundown()
loop
var/T=delay
if(running)T++
else T+=2
if(T<=1)T=2
spawn(T)
if(runstep>0)runstep--
if(running&&runstep<4)
icon_state=null
running=0
if(fullbody==/obj/stealthsuit)invisibility-=2
goto loop
ryorefreshloop()
loop
ryorefresh()
spawn(150)goto loop
attack()
if(!intense&&weapon)
intense=1
overlay()
return
prejutsu()
if(attacking||paralysed||dead||swim||meditating||resting)return
if(energy<=10)
usr<<output("<b>You need to catch your breath!","infobox")
attacking=1
spawn(30)attacking=0
return
if(busy=="rasengan")
view(8)<<output("<font color=aqua><b>[usr]: Rasengan!","infobox")
busy="rasenganhit"
buttonjam=1
stepup(4)
spawn(4)
buttonjam=0
busy=null
overlays-=/obj/rasengan
return
attacking=1
for(var/obj/tree/M in get_step(src,dir))
flick("attack",usr)
new/obj/hit(M.loc)
if(prob(23))strexp()
if(prob(23))stepback(1)
var/g=100-vit
if(g<1)g=1
energy-=round(g/rand(3,7)+rand(1,5))
if(energy<0)energy=0
spawn(10)attacking=0
return
for(var/obj/log2/M in get_step(src,dir))
flick("attack",usr)
new/obj/hit(M.loc)
if(prob(30))strexp()
if(prob(25))stepback(1)
var/g=100-vit
if(g<1)g=1
energy-=round(g/rand(3,7)+rand(1,3))
if(energy<0)energy=0
spawn(10)attacking=0
return
for(var/obj/Super_Dummy/M in get_step(src,dir))
flick("attack",usr)
flick("attacked",M)
new/obj/hit(M.loc)
if(prob(25))strexp()
if(prob(25))powexp()
spawn(5)attacking=0
return
for(var/obj/dummy/M in get_step(src,dir))if(intut==6)
new/obj/hit(M.loc)
flick("attack",usr)
usr<<"[usr] collapses the dummy!"
flick("destroy",M)
intut=7
spawn(10)attacking=0
return
var/T=dir
for(var/mob/M in get_step(src,dir))goto dirchose
if(dir==NORTH)
for(var/mob/M in get_step(src,NORTHEAST))
T=NORTHEAST
goto dirchose
for(var/mob/M in get_step(src,NORTHWEST))
T=NORTHWEST
goto dirchose
if(dir==SOUTH)
for(var/mob/M in get_step(src,SOUTHEAST))
T=SOUTHEAST
goto dirchose
for(var/mob/M in get_step(src,SOUTHWEST))
T=SOUTHWEST
goto dirchose
if(dir==EAST)
for(var/mob/M in get_step(src,NORTHEAST))
T=NORTHEAST
goto dirchose
for(var/mob/M in get_step(src,SOUTHEAST))
T=SOUTHEAST
goto dirchose
if(dir==WEST)
for(var/mob/M in get_step(src,SOUTHWEST))
T=SOUTHWEST
goto dirchose
for(var/mob/M in get_step(src,NORTHWEST))T=NORTHWEST
dirchose
if(usr.weapon==/obj/gourd)
new/obj/sandfist(get_step(src,T))
spawn(1)
for(var/mob/M in get_step(src,T))
if(M.isiron)continue
if(inchunin!=4)if(village==M.village&&!M.pktoggle&&!pktoggle&&village!="None")continue
var/damage=round(pow/3-M.def/6+rand(7,14))
M.clothingboosts(src)
damage=(damage*M.variable)+M.variable2
if(village=="Leaf"&&leafpriority=="Aggressiveness"||village=="Sand"&&sandpriority=="Aggressiveness"||village=="Sound"&&soundpriority=="Aggressiveness")damage=round(damage*1.15)
if(skillpowplus)damage=round(damage*(1.11+(0.03*(skillpowplus-1))))
if(damage<1)damage=1
if(M.pines)
if(M.pines==2)
hp-=damage
new/obj/deflect(M.loc)
death(M)
break
if(M.pines==3)
hp-=damage*2
new/obj/deflect(M.loc)
death(M)
break
damage=0
if(M.shield)damage=0
if(M.sandshield)
damage=0
M.cha-=rand(1,8)
if(M.cha<=0)
M.cha=0
M<<output("You have ran out of chakra!","infobox")
M.shelloff()
M.hp-=damage
if(M.npc==0)if(prob(33))if(damage>=5)powexp()
if(prob(33))if(damage>=5)M.defexp()
M.punchanimation()
new/obj/hit(M.loc)
M.death(usr)
var/delay=10
if(byakugan||sharingan>=2)delay-=3
spawn(delay)attacking=0
else
flick("attack",usr)
for(var/mob/M in get_step(src,T))
if(M.isiron)continue
if(inchunin!=4)if(village==M.village&&!M.pktoggle&&!pktoggle&&village!="None")continue
var/hitrate=round(70+(agi/2)+level)-M.level-M.agi/2
var/critrate=round(hitrate/20)+1
if(skillconcentrate)critrate+=4+skillconcentrate
if(M.sharingan)
hitrate-=30
if(M.sharingan==2)hitrate-=20
if(M.sharingan==4)hitrate-=20
if(M.sharingan==5)hitrate-=100
if(M.shirt==/obj/leafunderup)hitrate+=10
if(hitrate<60&&headgear==/obj/glasses)hitrate+=15
if(M.headgear)critrate-=2
if(critrate>15)critrate=15
if(M.headgear==/obj/combathelmet)critrate=0
if(hitrate<5)hitrate=5
if(hitrate>95)hitrate=95
if(byakugan)critrate+=3
if(byakugan>=3||sharingan)
hitrate=100
critrate+=3
var/random=rand(0,100)
if(hitrate<=random)
faceme(M)
M.stepback(1)
for(var/mob/G in get_step(usr,T))if(G==M)
var/C=0
random=rand(0,100)
if(critrate>random)C=1
var/damage=round(str/3)+wdmg-(round(M.def/3))+rand(4,9)
if(village=="Leaf"&&leafpriority=="Aggressiveness"||village=="Sand"&&sandpriority=="Aggressiveness"||village=="Sound"&&soundpriority=="Aggressiveness")damage=round(damage*1.15)
if(C)damage=round(str)-(round(M.def/3))+wdmg
M.clothingboosts(src,1)
damage=(damage*M.variable)+M.variable2
if(weapon==/obj/boxinggloves)damage=damage/2
var/S=energy+200
if(S>100)S=100
damage=round((S*damage)/100)
if(skillstrplus)damage=round(damage*(1.11+(0.03*(skillstrplus-1))))
if(damage<1)damage=1
if(byakugan)damage+=rand(4,8)
if(M.pines)
if(M.pines==2)
hp-=damage
new/obj/deflect(M.loc)
death(M)
break
if(M.pines==3)
hp-=damage*2
new/obj/deflect(M.loc)
death(M)
break
damage=0
if(M.shield)damage=0
if(M.sandshield)
damage=0
M.cha-=rand(1,8)
if(M.cha<=0)
M.cha=0
M<<output("You have ran out of chakra!","infobox")
M.shelloff()
M.hp-=damage
if(!M.intut&&!intut)
for(var/obj/Safe_Zone/M2 in loc)goto zkip
if(M.npc==0)if(prob(33))if(damage>=5)strexp()
if(prob(33))if(damage>=5)M.defexp()
zkip
M.punchanimation()
new/obj/hit(M.loc)
if(C)
faceme(M)
M.stepback(1)
new/obj/crater(M.loc)
if(byakugan)
faceme(M)
M.stepback(1)
M.cha-=round(damage/5)
if(byakugan>1)M.cha-=round(damage/5)
if(M.cha<0)M.cha=0
M.death(usr)
var/delay=10
if(byakugan||sharingan>=2)delay-=3
spawn(delay)attacking=0
throw()
hengeback()
cloakoff()
if(subinvis)
subinvis=0
invisibility=2
if(!intense&&weapon)
intense=1
overlay()
return
if(ingenin==4)
if(swim||dead||paralysed||meditating||resting||attacking)return
flick("attack",usr)
var/L=new/obj/eKunai(loc)
attacking=1
L:owner=usr
walk(L,dir)
spawn(8)attacking=0
spawn(50)if(L)del L
else
if(swim||dead||paralysed||resting||attacking)return
if(kstoggle=="Kunai"&&jutsutoggle&&clan=="Spider")
if(cha<2)return
cha-=2
jutsulevelup(5,clanskill2,3)
var/BL=clanskill2
clanskill2+=variable
if(BL<200&&clanskill2>=200)src<<output("<font size=2><b><font color=lime>Your golden spider kunais are now level 2! You can now use them as fast as regular kunais!","infobox")
if(BL<300&&clanskill2>=300)src<<output("<font size=2><b><font color=lime>You have mastered your golden spider kunais! They now deal more damage!","infobox")
var/L=new/obj/breakable/Golden_Spider_Kunai(loc)
attacking=1
flick("attack",usr)
L:owner=usr
walk(L,dir)
if(clanskill2>=200)spawn(13)attacking=0
else spawn(18)attacking=0
spawn(50)if(L)del L
goto stop
if(kstoggle=="Shuriken"&&jutsutoggle&&clan=="Sand")
if(cha<2)return
cha-=2
jutsulevelup(5,clanskill1,3)
var/BL=clanskill1
clanskill1+=variable
if(BL<200&&clanskill1>=200)src<<output("<font size=2><b><font color=lime>Your sand shurikens are now level 2! You can now use them faster than normal shurikens!","infobox")
if(BL<300&&clanskill1>=300)src<<output("<font size=2><b><font color=lime>You have mastered your sand shurikens! You now shoot two at once!","infobox")
var/R=dir
var/L=new/obj/breakable/Sand_Shuriken(loc)
attacking=1
L:owner=usr
walk(L,R)
spawn(2)if(clanskill1>=300)
var/L2=new/obj/breakable/Sand_Shuriken(loc)
L2:owner=usr
walk(L2,R)
if(clanskill2>=200)spawn(8)attacking=0
else spawn(13)attacking=0
spawn(50)if(L)del L
goto stop
if(weap3>=1)
weap3--
if(kstoggle=="Kunai")weap3--
if(weap3<=0)
usr<<output("<b>Your first weaponry pack has ran out!","infobox")
weap3=0
weapmax3=0
else
if(weap2>=1)
weap2--
if(kstoggle=="Kunai")weap2--
if(weap2<=0)
usr<<output("<b>Your second weaponry pack has ran out!","infobox")
weap2=0
weapmax2=0
else
if(weap1>=1)
weap1--
if(kstoggle=="Kunai")weap1--
if(weap1<=0)
usr<<output("<b>Your last weaponry pack has ran out!","infobox")
weap1=0
weapmax1=0
else
usr<<output("<b>You ran out of weaponry!","infobox")
return
flick("attack",usr)
if(kstoggle=="Shuriken")
var/L=new/obj/breakable/Shuriken(loc)
attacking=1
L:owner=usr
walk(L,dir)
spawn(20)attacking=0
spawn(50)if(L)del L
else
var/L=new/obj/breakable/Kunai(loc)
attacking=1
L:owner=usr
walk(L,dir)
spawn(13)attacking=0
spawn(50)if(L)del L
stop
rest()
if(resting)
src<<output("<b>You stop resting and got up!","infobox")
resting=0
freeze=0
overlays-=/obj/sleep
icon_state=""
see_invisible+=3
sight-=SEE_SELF
if(see_invisible>3)see_invisible=3
return
if(imitation||imitated||swim||henge||dead||meditating||paralysed||caught||moving||buttonjam||freeze||paralysed)
src<<output("<b>You can not do that at the moment!","worldbox")
return
var/bed=0
for(var/turf/InsideKonoha/bed11/G in locate(x,y,z))bed=1
for(var/turf/InsideKonoha/bed22/G in locate(x,y,z))bed=1
if(!bed)
src<<output("<b>You sit down and began resting!","infobox")
icon_state="rest"
resting=1
freeze=1
else
src<<output("<b>You close your eyes and start sleeping!","infobox")
dir=SOUTH
overlays+=/obj/sleep
resting=2
freeze=1
sight+=SEE_SELF
see_invisible-=3
hide()
if(!cloaking)
if(moving||dead||addled||freeze||buttonjam||busy)return
if(shirt==/obj/narutosjacket)
usr<<"<b>Your bright colored jacket makes it impossible for you to hide!"
return
for(var/mob/M in oview(8))if(!intut&&M.village!=village||!intut&&M.village=="None")
usr<<output("<b>You can not cloak here! It is too dangerous!","infobox")
return
busy="cloaking"
usr<<output("<b>You are now preparing your cloaking! Do not move for 5 seconds!","infobox")
var/X=loc
var/Y=hp
sleep(10)
if(hp<Y||X!=loc)
usr<<output("<b>You have been interupted!","infobox")
busy=null
return
usr<<output("<b>20/100","infobox")
sleep(10)
if(hp<Y||X!=loc)
usr<<output("<b>You have been interupted!","infobox")
busy=null
return
usr<<output("<b>40/100","infobox")
sleep(10)
if(hp<Y||X!=loc)
usr<<output("<b>You have been interupted!","infobox")
busy=null
return
usr<<output("<b>60/100","infobox")
sleep(10)
if(hp<Y||X!=loc)
usr<<output("<b>You have been interupted!","infobox")
busy=null
return
usr<<output("<b>80/100","infobox")
sleep(10)
if(hp<Y||X!=loc)
usr<<output("<b>You have been interupted!","infobox")
busy=null
return
usr<<output("<b>100/100","infobox")
usr<<output("<b>You have started cloaking.","infobox")
new/obj/cloakingstart(loc)
freeze=1
sleep(5)
freeze=0
invisibility=10
cloaking=1
busy=null
else
new/obj/cloakingend(loc)
invisibility=2
cloaking=0
confusion(var/time)
confused=1
spawn(time)confused=0
skilltree()
if(initialized)
if(client.eye==client.mob)
client.perspective=EYE_PERSPECTIVE
client.eye=locate(60,9,1)
if(!skillclanjutsu1)
client.screen+=new/obj/skilldark/clanskill2
client.screen+=new/obj/skilldark/villskill1
if(!skillclanjutsu2)client.screen+=new/obj/skilldark/villskill2
if(!skillvilljutsu2)client.screen+=new/obj/skilldark/clanskill3
if(!skillclanjutsu3)client.screen+=new/obj/skilldark/clanskill4
if(!skillclanjutsu4)
client.screen+=new/obj/skilldark/custjutsu
client.screen+=new/obj/skilldark/villskill3
if(!skillvilljutsu3)client.screen+=new/obj/skilldark/clanskill5
if(!skillclanjutsu5)
client.screen+=new/obj/skilldark/clanskill6
client.screen+=new/obj/skilldark/villskill4
if(!skillstrplus)client.screen+=new/obj/skilldark/hpplus
if(!skillpowplus)client.screen+=new/obj/skilldark/chaplus
if(!skillhealthplus)client.screen+=new/obj/skilldark/laststand
if(!skillchakraplus||!skillhealthplus)client.screen+=new/obj/skilldark/rapidregen
if(!skilllaststand||!skillhardworker)client.screen+=new/obj/skilldark/willpower
if(!skillspeedmast||!skillhardworker)client.screen+=new/obj/skilldark/handmast
if(!skillmoveplus)
client.screen+=new/obj/skilldark/speedmast
client.screen+=new/obj/skilldark/hidemast
if(!skillhidemast||subl<300)client.screen+=new/obj/skilldark/submast
if(!skillconcentrate)client.screen+=new/obj/skilldark/moveplus
skilllevel()
else
for(var/obj/skilldark/T in client.screen)del T
client.perspective=MOB_PERSPECTIVE
client.eye=client.mob
jailtime()
loc=locate(rand(534,553),rand(186,200),1)
src<<"<b>You are jailed. You will be free after [jailtime] seconds."
loop
if(jailtime>0)
jailtime-=1
spawn(10)goto loop
else
src<<"<b>Your time is up. You are brought to a safe zone."
var/list/K=list()
if(village=="Leaf")for(var/obj/Spawn_Point/leaf/M in world)K+=M
if(village=="Sand")for(var/obj/Spawn_Point/sand/M in world)K+=M
if(village=="Sound")for(var/obj/Spawn_Point/sound/M in world)K+=M
if(village=="None")for(var/obj/Spawn_Point/missing/M in world)K+=M
var/S=pick(K)
loc=S:loc
muteproc()
src<<"<b>You are muted. You will be unmuted after [muted] seconds."
loop
if(muted>0)
muted-=1
spawn(10)goto loop
else world<<output("<b><font color=white>[src]<font color=red> has been unmuted because his time was up.","worldbox")
skilllevel()
for(var/obj/skilllevel/M in client.screen)del M
var/A1=new/obj/skilllevel/clanskill2
var/A2=new/obj/skilllevel/villskill1
var/A3=new/obj/skilllevel/villskill2
var/A4=new/obj/skilllevel/clanskill3
var/A5=new/obj/skilllevel/clanskill4
var/A6=new/obj/skilllevel/custjutsu
var/A7=new/obj/skilllevel/villskill3
var/A8=new/obj/skilllevel/clanskill5
var/A9=new/obj/skilllevel/clanskill6
var/B1=new/obj/skilllevel/villskill4
var/B2=new/obj/skilllevel/hpplus
var/B3=new/obj/skilllevel/chaplus
var/B4=new/obj/skilllevel/laststand
var/B5=new/obj/skilllevel/rapidregen
var/B6=new/obj/skilllevel/willpower
var/B7=new/obj/skilllevel/handmast
var/B8=new/obj/skilllevel/speedmast
var/B9=new/obj/skilllevel/moveplus
var/C1=new/obj/skilllevel/submast
var/C2=new/obj/skilllevel/clanskill1
var/C3=new/obj/skilllevel/strplus
var/C4=new/obj/skilllevel/powplus
var/C5=new/obj/skilllevel/concentrate
var/C6=new/obj/skilllevel/weapmast
var/C7=new/obj/skilllevel/revenge
var/C8=new/obj/skilllevel/hidemast
var/C9=new/obj/skilllevel/hardworker
A6:icon_state="[skillcustjutsu]"
B2:icon_state="[skillhealthplus]"
B3:icon_state="[skillchakraplus]"
B4:icon_state="[skilllaststand]"
B5:icon_state="[skillrapidregen]"
B6:icon_state="[skillwillpower]"
B7:icon_state="[skillhandmast]"
B8:icon_state="[skillspeedmast]"
B9:icon_state="[skillmoveplus]"
C1:icon_state="[skillsubmast]"
C3:icon_state="[skillstrplus]"
C4:icon_state="[skillpowplus]"
C5:icon_state="[skillconcentrate]"
C6:icon_state="[skillweapmast]"
C7:icon_state="[skillrevenge]"
C8:icon_state="[skillhidemast]"
C9:icon_state="[skillhardworker]"
if(skillhealthplus==4)B2:icon_state="8"
if(skillchakraplus==4)B3:icon_state="8"
if(skilllaststand)B4:icon_state="8"
if(skillrapidregen==4)B5:icon_state="8"
if(skillwillpower==4)B6:icon_state="8"
if(skillhandmast==3)B7:icon_state="8"
if(skillspeedmast==4)B8:icon_state="8"
if(skillmoveplus==4)B9:icon_state="8"
if(skillsubmast)C1:icon_state="8"
if(skillweapmast)C6:icon_state="8"
if(skillrevenge)C7:icon_state="8"
if(skillhidemast==3)C8:icon_state="8"
if(skillhardworker==4)C9:icon_state="8"
switch(clanskill1)
if(100 to 200)C2:icon_state="1"
if(200 to 300)C2:icon_state="2"
if(300 to 400)C2:icon_state="3"
else C2:icon_state="0"
if(clanskill1>=1000)C2:icon_state="8"
switch(clanskill2)
if(100 to 200)A1:icon_state="1"
if(200 to 300)A1:icon_state="2"
if(300 to 400)A1:icon_state="3"
else A1:icon_state="0"
if(clanskill2>=1000)A1:icon_state="8"
switch(villskill1)
if(100 to 200)A2:icon_state="1"
if(200 to 300)A2:icon_state="2"
if(300 to 400)A2:icon_state="3"
else A2:icon_state="0"
if(villskill1>=1000)A2:icon_state="8"
switch(villskill2)
if(100 to 200)A3:icon_state="1"
if(200 to 300)A3:icon_state="2"
if(300 to 400)A3:icon_state="3"
else A3:icon_state="0"
if(villskill2>=1000)A3:icon_state="8"
switch(clanskill3)
if(100 to 200)A4:icon_state="1"
if(200 to 300)A4:icon_state="2"
if(300 to 400)A4:icon_state="3"
if(400 to 500)A4:icon_state="4"
else A4:icon_state="0"
if(clanskill3>=1000)A4:icon_state="8"
switch(clanskill4)
if(100 to 200)A5:icon_state="1"
if(200 to 300)A5:icon_state="2"
if(300 to 400)A5:icon_state="3"
else A5:icon_state="0"
if(clanskill4>=1000)A5:icon_state="8"
switch(villskill3)
if(100 to 200)A7:icon_state="1"
if(200 to 300)A7:icon_state="2"
if(300 to 400)A7:icon_state="3"
else A7:icon_state="0"
if(villskill3>=1000)A7:icon_state="8"
switch(clanskill5)
if(100 to 200)A8:icon_state="1"
if(200 to 300)A8:icon_state="2"
if(300 to 400)A8:icon_state="3"
else A8:icon_state="0"
if(clanskill5>=1000)A8:icon_state="8"
switch(clanskill6)
if(100 to 200)A9:icon_state="1"
if(200 to 300)A9:icon_state="2"
if(300 to 400)A9:icon_state="3"
else A9:icon_state="0"
if(clanskill6>=1000)A9:icon_state="8"
switch(villskill4)
if(100 to 200)B1:icon_state="1"
if(200 to 300)B1:icon_state="2"
if(300 to 400)B1:icon_state="3"
else B1:icon_state="0"
if(villskill4>=1000)B1:icon_state="8"
client.screen+=A1
client.screen+=A2
client.screen+=A3
client.screen+=A4
client.screen+=A5
client.screen+=A6
client.screen+=A7
client.screen+=A8
client.screen+=A9
client.screen+=B1
client.screen+=B2
client.screen+=B3
client.screen+=B4
client.screen+=B5
client.screen+=B6
client.screen+=B7
client.screen+=B8
client.screen+=B9
client.screen+=C1
client.screen+=C2
client.screen+=C3
client.screen+=C4
client.screen+=C5
client.screen+=C6
client.screen+=C7
client.screen+=C8
client.screen+=C9
death(mob/M,bury=0)
if(isiron)return
if(maxbounty<bounty)maxbounty=bounty
if(intut==16)
tutdeath()
return
weboff()
if(istype(src,/mob/Kid))
if(M.mission=="Babysitting (D Rank)")
if(M.savedloc)M.loc=M.savedloc
M.missionfail("Babysitting","D")
return
if(isanimal)
deathanimal(M)
return
if(running)
icon_state=""
running=0
if(fullbody==/obj/stealthsuit)invisibility-=2
runstep=0
if(npc||ingenin||jailtime||intut||inchunin>0&&inchunin<4||worldpeace)hp=maxhp
for(var/obj/Safe_Zone/M2 in loc)hp=maxhp
if(!src||!M||dead||npc||ingenin||intut)return
if(clone||istype(src,/mob/Clone/sandclone)&&hp<=0)del src
cloakoff()
hengeback()
if(resting==2)hp=0
breakresting()
if(hp>0&&hp<maxhp/20&&clan=="Uchiha"&&!skillclanjutsu1)
src<<output("<b>You have awakened your Sharingan!","infobox")
new/obj/jutsu/uchiha/Sharingan1(src)
skillclanjutsu1=1
clanskill1=100
if(imitated)for(var/mob/M2 in world)if(M2.imitation==src&&M2!=M&&prob(20))shadowoff()
if(paralysed)
if(paraown)
var/Z=100
if(con>=30)Z-=25
if(con>=50)Z-=25
if(con>=70)Z-=25
if(prob(Z))shadowparaoff()
else
for(var/mob/M1 in world)if(M1.paraown==src)
var/Z=100
if(M.con>=30)Z-=25
if(M.con>=50)Z-=25
if(M.con>=70)Z-=25
if(prob(Z))shadowparaoff()
if(hp<=0||swim)
for(var/mob/ironsand/M2 in world)if(M2.owner==usr)del M2
if(inchunin==4)
M<<"<b>You've defeated [src]!"
src<<"<b>You have been defeated by [M]!"
for(var/obj/usable/Heaven_Scroll/M3 in src)
M3.loc=loc
range(16)<<"<b>[src] dropped a Heaven Scroll!"
for(var/obj/usable/Earth_Scroll/M3 in src)
M3.loc=loc
range(16)<<"<b>[src] dropped a Earth Scroll!"
if(skilllaststand&&!laststand)
laststand()
return
hengeback()
if(byakugan)
client.removebyakugan()
byakugan=0
for(var/mob/Clone/clone/MT in world)if(MT.cloneowner==src)del MT
for(var/mob/Clone/shadowclone/MT in world)if(MT.cloneowner==src)del MT
for(var/obj/neckbind/MT in loc)del MT
var/K=new/obj/deadbody(loc)
var/B1=new/obj/bars/healthbar(K:loc)
B1:barowner=K
B1:copy(src)
var/B2=new/obj/bars/chakrabar(K:loc)
B2:barowner=K
cha=0
B2:copy(src)
K:name=name
K:overlays+=overlays
K:icon=icon
if(swim||smite||bury)del K
if(bury)new/obj/buryend(loc)
shadowoff()
shadowsewingoff()
shadowparaoff()
dead=1
density=0
deathclean(1)
if(village=="Leaf")loc=locate(238,345,1)
if(village=="Sand")loc=locate(100,166,1)
if(village=="Sound")loc=locate(383,48,1)
else
if(weedpick>0&&mission=="Missing-Nin Hideout (A Rank)")missionfail("Missing-Nin Hideout","A")
for(var/obj/items/Captured_Boar/M2 in src)
src<<"<b>The boar escaped!"
del M2
if(mission=="Marauding Leaf Village"||mission=="Marauding Sand Village"||mission=="Marauding Sound Village")
if(weedpick)
weedpick=0
src<<"<b>You failed to defeat 3 villagers without getting defeated."
for(var/obj/items/Full_Water_Container/M2 in src)
src<<"<b>Your water container is empty again!"
del M2
new/obj/items/Empty_Water_Container(src)
if(skilllaststand&&!laststand)
laststand()
return
var/G=10+(skillwillpower*5)
if(G>25)G=25
if(prob(G)&&skillwillpower&&!willpower)
willpower()
return
hengeback()
if(byakugan)
if(client)client.removebyakugan()
byakugan=0
for(var/mob/Clone/clone/MT in world)if(MT.cloneowner==src)del MT
for(var/mob/Clone/shadowclone/MT in world)if(MT.cloneowner==src)del MT
for(var/obj/neckbind/MT in loc)del MT
var/K=new/obj/deadbody(loc)
var/B1=new/obj/bars/healthbar(K:loc)
B1:barowner=K
B1:copy(src)
var/B2=new/obj/bars/chakrabar(K:loc)
B2:barowner=K
cha=0
B2:copy(src)
K:name=name
K:overlays+=overlays
K:icon=icon
if(swim||smite||bury)del K
if(bury)new/obj/buryend(loc)
shadowoff()
shadowsewingoff()
shadowparaoff()
dead=1
density=0
defeatmessage(M)
var/jailed=0
if(pktoggle&&M.village==village)
M.bounty+=100
if(M.getbounty==0)M<<"<b><font color=red>You have collected [bounty] ryo. You can receive it at an contractor."
else M<<"<b><font color=red>You have collected [bounty] ryo for a total of [bounty+M.getbounty]."
M.getbounty+=bounty
var/jailv=30
I'm gonna go out on a limb and say your tabbing is incorrect somewhere.
can u just plz help me?
anyone
Best response
Dude, you can't post a block of code that big and expect anyone to understand it. Just post the relevant bit. I suggest you edit your post and pare it down, and you need to put it within <dm> ... </dm> tags so it's readable.
This... This post needs to be saved as an example for the FAQ.
oh my god
I got a thumb cramp scrolling past this on my phone...

You know shit's real when Lummox starts a post with, "Dude"...
The issue is the throw() proc was most likely made before throw() was a built in proc. A simple renaming would fix it.
Would it kill to include the line-numbers beside 350 and 367?
one again I'm not a coder
the problem is throw() set it to aim() because throw() isn't an foreground anymore its an keyword so you need an next word to replace it that is foreground that would mean kinda the same thing

    aim()   //aim() was throw() change it to aim() for it to work.
hengeback()
cloakoff()
if(subinvis)
subinvis=0
invisibility=2
if(!intense&&weapon)
intense=1
overlay()
return
if(ingenin==4)
if(swim||dead||paralysed||meditating||resting||attacking)return
flick("attack",usr)
var/L=new/obj/eKunai(loc)
attacking=1
L:owner=usr
walk(L,dir)
spawn(8)attacking=0
spawn(50)if(L)del L
else
if(swim||dead||paralysed||resting||attacking)return
if(kstoggle=="Kunai"&&jutsutoggle&&clan=="Spider")
if(cha<2)return
cha-=2
jutsulevelup(5,clanskill2,3)
var/BL=clanskill2
clanskill2+=variable
if(BL<200&&clanskill2>=200)src<<output("<font size=2><b><font color=lime>Your golden spider kunais are now level 2! You can now use them as fast as regular kunais!","infobox")
if(BL<300&&clanskill2>=300)src<<output("<font size=2><b><font color=lime>You have mastered your golden spider kunais! They now deal more damage!","infobox")
var/L=new/obj/breakable/Golden_Spider_Kunai(loc)
attacking=1
flick("attack",usr)
L:owner=usr
walk(L,dir)
if(clanskill2>=200)spawn(13)attacking=0
else spawn(18)attacking=0
spawn(50)if(L)del L
goto stop
if(kstoggle=="Shuriken"&&jutsutoggle&&clan=="Sand")
if(cha<2)return
cha-=2
jutsulevelup(5,clanskill1,3)
var/BL=clanskill1
clanskill1+=variable
The code above is also a textbook example of how not to use goto. The stop label is pointless, because instead of saying goto stop you can just use the return statement. The code with the dirchose label isn't appreciably better, and really needs to be rewritten.
yes I'm almost close to fixing it
I just need to fix one more error
loading Naruto.dme
1.5.Procs.dm:325:error: missing left-hand argument to to.
Naruto.dmb - 1 error, 0 warnings (10/19/15 4:50 pm)
What's the code around line 325?
idk
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