var list Liquid_States = list("Water","Lava") turf icon = 'Turf.dmi' name = "Turf" var Power = 0 Power_Type = "Physical" Time = 0 mob/Creator = null proc Transform(Turf,mob/Owner) if(loc:type/area/Safe_Zone)return switch(Turf) if("Shock") for(var/obj/Projectile/Shock/S in range(0,src)) if(S.Owner == Owner) S.Power = Owner.Overall_Lvl return var/obj/Projectile/Shock/S = new /obj/Projectile/Shock S.loc = src S.Owner = Owner S.Power = Owner.Overall_Lvl if("Lightning Bolt") for(var/obj/Projectile/Lightning_Spike/S in range(0,src)) if(S.Owner == Owner) S.Power = Owner.Overall_Lvl return var/obj/Projectile/Lightning_Spike/S = new /obj/Projectile/Lightning_Spike S.loc = src S.Owner = Owner S.Power = Owner.Overall_Lvl if("Lava") if(Liquid_States.Find(icon_state))return icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Heat" if("Fire") if(Liquid_States.Find(icon_state))return icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Heat" if("Intense Fire") if(Liquid_States.Find(icon_state))return icon_state = Turf density = 1 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Heat" if("Smoke") icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Suffocation" if("Intense Smoke") icon_state = Turf density = 1 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Suffocation" if("Light") icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Light" if("Bright Light") icon_state = Turf density = 1 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Light" if("Ice") icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Cold" if("Snow Cliff") icon_state = Turf density = 1 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Cold" if("Sand") icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Dehydration" if("Quick Sand") if(icon_state != "Quick Sand") spawn(1)while(Power > 0&&icon_state == "Quick Sand") for(var/mob/M in range(1,src)) spawn(0) if(!M.Movable) goto Skip if(M == Owner)goto Skip step_towards(M,src) Skip sleep(25) icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Dehydration" if("Darkness") icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Physical" if("Darkness Pull") if(icon_state != "Darkness Pull") spawn(1)while(Power > 0&&icon_state == "Darkness Pull") for(var/mob/M in range(3,src)) spawn(0) if(!M.Movable) goto Skip if(M == Owner)goto Skip step_towards(M,src) Skip sleep(25) icon_state = Turf density = 0 opacity = 0 Power = Owner.Overall_Lvl Power_Type = "Physical" Creator = Owner while(Power > 0) Power -= 5 sleep(10) Power = initial(Power) Power_Type = initial(Power_Type) icon = initial(icon) icon_state = initial(icon_state) density = initial(density) opacity = initial(opacity) Grass icon_state = "Grass" Dirt icon_state = "Dirt" Sand icon_state = "Sand" Mud icon_state = "Mud" Cavefloor icon_state = "Cavefloor" Snow icon_state = "Snow" Power = 30 Power_Type = "Cold" Ice icon_state = "Ice" Power = 30 Power_Type = "Cold" Snow_Cliff icon_state = "Snow Cliff" density = 1 opacity = 1 Power = 30 Power_Type = "Cold" Cliff icon_state = "Cliff" density = 1 opacity = 1 Water icon_state = "Water" Wooden_Floor icon_state = "Wooden Floor" Wooden_Floor2 icon_state = "Wooden Floor2" Wooden_Wall icon_state = "Wooden Wall" density = 1 Wooden_Roof icon_state = "Roof" density = 1 opacity = 1 Wooden_Roof_Leave icon_state = "Roof" density = 1 opacity = 1 Enter(atom/movable/A) A.y -= 3 Entrance icon_state = "Entrance" density = 1 opacity = 0 Enter(atom/movable/A) A.x -= 8 Ladder icon_state = "Ladder" density = 1 opacity = 0 layer = 4 Enter(atom/movable/A) A.x += 8 Rope_Ladder icon_state = "Rope Ladder" density = 1 opacity = 0 layer = 4 Enter(atom/movable/A) A.x += 8 Rope_Ladder_Fake icon_state = "Rope Ladder" density = 0 opacity = 0 layer = 6 Wooden_Dark_Roof icon_state = "Dark Roof" density = 1 opacity = 1 Wooden_Dark_Roof_Leave icon_state = "Dark Roof" density = 1 opacity = 1 Enter(atom/movable/A) A.y -= 3 Wall icon_state = "Wall" density = 1 Dark_Wall icon_state = "Dark Wall" density = 1 opacity = 1 Dark_Wall_Leave icon_state = "Dark Wall" density = 1 opacity = 1 Enter(atom/movable/A) A.y -= 3 Door icon_state = "Wooden Door" density = 1 Enter(atom/movable/A) A.y += 3 Sky icon_state = "Sky" density = 0 opacity = 0 Metal_Floor icon_state = "Metal Floor" density = 0 opacity = 0 Click() ..() if(usr.In_Liquid&&usr.loc == src) switch(z) if(1) var/turf/T = locate(x,y,2) if(!T.density) var/image/I = image('Effects.dmi',usr.loc,"Diving") flick("Diving",I) I.pixel_y = 4 I.layer = 5 if(usr.Gigantism) I.pixel_y += 14 I.layer += 5 world << I spawn(6)del(I) usr.z = 2 usr.In_Water() usr.Display() if(2) if(!usr.Conscious)return var/turf/T = locate(x,y,1) if(T.icon_state in Liquid_States) usr.z = 1 var/image/I = image('Effects.dmi',usr.loc,"Diving") flick("Diving",I) I.pixel_y = 5 if(usr.Gigantism) I.pixel_y += 14 I.layer = 3 world << I spawn(6)del(I) usr.In_Water(0) usr.Display(0) obj Turf icon ='Turf.dmi' var Double_Size = 0 Observe Huge_Log icon_state = "Huge Log" density = 1 Bush icon_state = "Bush" density = 1 Palm icon_state = "Palm" Double_Size = 1 density = 1 Reverse_Palm name = "Palm" icon_state = "Reverse Palm" Double_Size = 1 density = 1 Tree icon_state = "Tree" Double_Size = 1 density = 1 Dead_Tree icon_state = "Dead Tree" Double_Size = 1 density = 1 Namekian_Tree name = "Tree" icon_state = "Namekian Tree" Double_Size = 1 density = 1 Chair icon_state = "Chair" Bench icon_state = "Bench" Table icon_state = "Table" density = 1 Tables icon_state = "Tables" density = 1 Window icon_state = "Window" density = 1 Fence icon_state = "Fence" density = 1 Mast_Bottom icon_state = "Mast Bottom" density = 1 Mast_Middle icon_state = "Mast Middle" density = 0 layer = 5 Mast_Top icon_state = "Mast Top" density = 0 layer = 5 Sign icon_state = "Sign" density = 1 var Message = "" Click() alert(usr,Message,name) New() ..() spawn(0) if(Double_Size) icon = null var/icon/Turf = icon('Turf.dmi') Turf.Scale(64,64) var/image/I1 = image(Turf,"[icon_state] 0,0",) var/image/I2 = image(Turf,"[icon_state] 0,1") var/image/I3 = image(Turf,"[icon_state] 1,0") var/image/I4 = image(Turf,"[icon_state] 1,1") I1.pixel_x = -16 I1.pixel_y = 0 I2.pixel_x = -16 I2.pixel_y = 32 I3.pixel_x = 16 I3.pixel_y = 0 I4.pixel_x = 16 I4.pixel_y = 32 I1.layer = 3 I2.layer = 6 I3.layer = 3 I4.layer = 6 overlays.Add(I1) overlays.Add(I2) overlays.Add(I3) overlays.Add(I4)
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"loading One Piece.dme
Turf System.dm:14:error: area: undefined var
Turf System.dm:14:error: Safe_Zone: undefined var
Turf System.dm:17:error: S: undefined type: S
Turf System.dm:18:error: S.Owner: undefined type: S.Owner
Turf System.dm:19:error: S.Power: undefined type: S.Power
Turf System.dm:21:error: /obj/Projectile/Shock: undefined type path
Turf System.dm:22:error: S.loc: undefined type: S.loc
Turf System.dm:23:error: S.Owner: undefined type: S.Owner
Turf System.dm:24:error: S.Power: undefined type: S.Power
Turf System.dm:26:error: S: undefined type: S
Turf System.dm:27:error: S.Owner: undefined type: S.Owner
Turf System.dm:28:error: S.Power: undefined type: S.Power
Turf System.dm:30:error: /obj/Projectile/Lightning_Spike: undefined type path
Turf System.dm:31:error: S.loc: undefined type: S.loc
Turf System.dm:32:error: S.Owner: undefined type: S.Owner
Turf System.dm:33:error: S.Power: undefined type: S.Power
Turf System.dm:19:error: Owner.Overall_Lvl: undefined var
Turf System.dm:24:error: Owner.Overall_Lvl: undefined var
Turf System.dm:28:error: Owner.Overall_Lvl: undefined var
Turf System.dm:33:error: Owner.Overall_Lvl: undefined var
Turf System.dm:39:error: Owner.Overall_Lvl: undefined var
Turf System.dm:46:error: Owner.Overall_Lvl: undefined var
Turf System.dm:53:error: Owner.Overall_Lvl: undefined var
Turf System.dm:59:error: Owner.Overall_Lvl: undefined var
Turf System.dm:65:error: Owner.Overall_Lvl: undefined var
Turf System.dm:71:error: Owner.Overall_Lvl: undefined var
Turf System.dm:77:error: Owner.Overall_Lvl: undefined var
Turf System.dm:83:error: Owner.Overall_Lvl: undefined var
Turf System.dm:89:error: Owner.Overall_Lvl: undefined var
Turf System.dm:95:error: Owner.Overall_Lvl: undefined var
Turf System.dm:102:error: M.Movable: undefined var
Turf System.dm:111:error: Owner.Overall_Lvl: undefined var
Turf System.dm:117:error: Owner.Overall_Lvl: undefined var
Turf System.dm:124:error: M.Movable: undefined var
Turf System.dm:133:error: Owner.Overall_Lvl: undefined var
Turf System.dm:17:warning: S: variable defined but not used
Turf System.dm:21:warning: S: variable defined but not used
Turf System.dm:26:warning: S: variable defined but not used
Turf System.dm:30:warning: S: variable defined but not used
Turf System.dm:255:error: usr.In_Liquid: undefined var
Turf System.dm:264:error: usr.Gigantism: undefined var
Turf System.dm:270:error: usr.In_Water: undefined proc
Turf System.dm:271:error: usr.Display: undefined proc
Turf System.dm:273:error: usr.Conscious: undefined var
Turf System.dm:280:error: usr.Gigantism: undefined var
Turf System.dm:285:error: usr.In_Water: undefined proc
Turf System.dm:286:error: usr.Display: undefined proc
One Piece.dmb - 43 errors, 4 warnings (double-click on an error to jump to it)"
Ive come across some errors with some code in a classic game
This is actually my first time ever using these forums so if ive done anything wrong please let me know im just looking for help with the code above thanks in advance