ID:263934
 
Code:
mob
proc
Death(mob/M)
if(!src)
return
if(!M)
return
if(src.npc)
src.health = src.mhealth
if(src.race == "Vaizard"&&src.deathspecial == 1)
src.health=9500
src.Vichigo
return
if(src.ispedal)
src.health = src.mhealth
if(src.safe)
src.health = src.mhealth
if(src.zab)
src.health = src.mhealth
if(src.enemy)
M.hollowprotection = 0

mob
proc
Vichigo()
gar
if(src.health <= 10000&&src.race == "Vaizard")
src.deathspecial += 1
src.recovery()
src.overlays += 'Full inner.dmi'
src.attack = src.mattack * 3
src.defence = src.mdefence *1.5
src.rei = src.mrei * 1.5
src.random = rand(1,10)
if(src.random == 2||src.random == 3)
for(var/mob/M in oview(20))
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
if(src.random == 5||src.random == 6)
if(src.dir == NORTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba1/C = new /obj/yaiba1/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = NORTH
B.dir = NORTH
C.dir = NORTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir == SOUTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba1/B = new /obj/yaiba1/
var/obj/yaiba2/C = new /obj/yaiba2/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = SOUTH
B.dir = SOUTH
C.dir = SOUTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir == WEST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y+1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y-1, src.z)
A.dir = WEST
B.dir = WEST
C.dir = WEST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir == EAST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y-1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y+1, src.z)
A.dir = EAST
B.dir = EAST
C.dir = EAST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
if(src.random == 7)
if(src.dir == NORTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba1/C = new /obj/yaiba1/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = NORTH
B.dir = NORTH
C.dir = NORTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir == SOUTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba1/B = new /obj/yaiba1/
var/obj/yaiba2/C = new /obj/yaiba2/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = SOUTH
B.dir = SOUTH
C.dir = SOUTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir == WEST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y+1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y-1, src.z)
A.dir = WEST
B.dir = WEST
C.dir = WEST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir == EAST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y-1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y+1, src.z)
A.dir = EAST
B.dir = EAST
C.dir = EAST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
for(var/mob/M in oview(50))
src.loc = M.loc
step(src,rand(1.10))
sleep(1)
step(M,M.dir)
sleep(1)
step(M,M.dir)
sleep(1)
src.dir = src.dir
if(src.dir == NORTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba1/C = new /obj/yaiba1/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = NORTH
B.dir = NORTH
C.dir = NORTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir == SOUTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba1/B = new /obj/yaiba1/
var/obj/yaiba2/C = new /obj/yaiba2/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = SOUTH
B.dir = SOUTH
C.dir = SOUTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir == WEST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y+1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y-1, src.z)
A.dir = WEST
B.dir = WEST
C.dir = WEST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir == EAST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y-1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y+1, src.z)
A.dir = EAST
B.dir = EAST
C.dir = EAST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
if(src.random == 8)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
if(src.random == 9)
for(var/mob/M in oview(100))
src.loc = M.loc
if(src.random == 10)
src.icon_state = "attack"
view(src) << "<b>I[src]: HAHAHAHAHAHAHA"
sleep(10)
for(var/mob/M in oview(2))
var/damage = rand(1000,100000)
M.health -= damage
view(src,8) << "<b><font color = red>[src] attacked [M] for [damage] damage!"
M.Death(src)
sleep(10)
src.icon_state = ""
spawn(5)
goto gar

Problem description:
Those two proc's should work right..but when a Vaizard dies it just kills them...when the other proc should take effect
You misspelled 'vaizard.'
In response to Unwanted4Murder
Stupid mistake.but for some reason it still dose not work.
In response to CK Productions
One way to debug code is to insert world << whatever in various places and see what if happening. For example, when you have if(expression) you might try world << "expression = [expression]" just before the if. And when you set things you can show the results with world << whatever. Use this technique to troubleshoot your code and you will be able to isolate the problem.
In response to Traztx
It dose not even begin. So, I'm leaded to believe its the first if(src.health <= 1000&&src.race == "Vaizard") statement I have tried changing my health and dieing, I will try your idea right after that if statement though. Ill let you know if it works.

Edit: I took your idea and put right after
if(src.health <=10000&&src.race=="Vaizard)
i put
world << "Testing"
and nothing showed....
In response to CK Productions
I wonder, Would having Two+ procs that use
goto gar
screw up each other?
In response to CK Productions
Pretty much. You're not even supposed to use GOTO for practical programming. It's for testing and debugging, or so I heard.
In response to Siientxx
I'm not so sure about that one, Well people's coding styles do differ...so it might just be a difference between ours. That I cannot say. If you do find out for certain that its only used for that...post a link? Thanks
In response to CK Productions
Since you're so confident that you know what you're talking about, good luck fixing your code. Goto is not to be used for practical coding. It can, but it has little uses and many of the uses in which it is so commonly abused can be preformed in a more efficient and safe way. In your case, it is useless. Since it's at the top of the proc, why not just call the proc again? Very few things in programming are personal preference.
In response to CK Productions
goto is an archaic form of flow control that dates back to machine language (where it exists as the jump and jump register commands). Higher-level languages provide for, while, and do-while loops so that you don't have to deal with the spaghetti-code that goto creates. Don't use goto.
In response to Garthor
Garthor wrote:
goto is an archaic form of flow control that dates back to machine language (where it exists as the jump and jump register commands). Higher-level languages provide for, while, and do-while loops so that you don't have to deal with the spaghetti-code that goto creates. Don't use goto.

Oh, Thanks for the help. Still need to fix the problem though...but I will get rid of goto than if its not very useful.
In response to CK Productions
src.Vichigo
Should be
src.Vichigo()
if you are referring to a proc.
And yeah don't use GOTO although I have seen it used in ss13's air system...
In response to Lyndonarmitage1
Oh, I kinda edited parts later...to make it updated to what I'm trying I only forgot that.

         if(src.race=="Vaizard"&&src.deathspecial==1&&src.stype=="Ichigo")
src.health=9500
Vichigo(src)
In response to CK Productions
Dose anyone have an idea on why this will not work?
In response to CK Productions
I have no idea
In response to CK Productions
CK Productions wrote:
It dose not even begin. So, I'm leaded to believe its the first if(src.health <= 1000&&src.race == "Vaizard") statement I have tried changing my health and dieing, I will try your idea right after that if statement though. Ill let you know if it works.

Edit: I took your idea and put right after
if(src.health <=10000&&src.race=="Vaizard)
i put
world << "Testing"
and nothing showed....

Anytime something doesn't happen, it's good to output earlier in the code to see what *is* working.

Try putting this before the if:
world << "src.health=[src.health], src.race=[src.race]"


If that doesn't even output, then work backwards and show the variables before the ifs until you get something. This is how you isolate the start of a problem.
In response to CK Productions
Here is what I'm trying now.

mob
proc
Vichigo()
if(src.health <= 10000&&src.race == "Vaizard")
world << "[src.name][src.race][src.health]"
src.deathspecial += 1
recovery(src)
src.overlays += 'Full inner.dmi'
src.attack = src.mattack * 3
src.defence = src.mdefence *1.5
src.rei = src.mrei * 1.5
src.random = rand(1,10)
if(src.random == 2||src.random == 3)
for(var/mob/M in oview(20))
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
if(src.random == 5||src.random == 6)
if(src.dir == NORTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba1/C = new /obj/yaiba1/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = NORTH
B.dir = NORTH
C.dir = NORTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir == SOUTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba1/B = new /obj/yaiba1/
var/obj/yaiba2/C = new /obj/yaiba2/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = SOUTH
B.dir = SOUTH
C.dir = SOUTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir == WEST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y+1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y-1, src.z)
A.dir = WEST
B.dir = WEST
C.dir = WEST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir == EAST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y-1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y+1, src.z)
A.dir = EAST
B.dir = EAST
C.dir = EAST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
if(src.random == 7)
if(src.dir == NORTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba1/C = new /obj/yaiba1/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = NORTH
B.dir = NORTH
C.dir = NORTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir == SOUTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba1/B = new /obj/yaiba1/
var/obj/yaiba2/C = new /obj/yaiba2/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = SOUTH
B.dir = SOUTH
C.dir = SOUTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir == WEST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y+1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y-1, src.z)
A.dir = WEST
B.dir = WEST
C.dir = WEST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir == EAST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y-1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y+1, src.z)
A.dir = EAST
B.dir = EAST
C.dir = EAST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
for(var/mob/M in oview(50))
src.loc = M.loc
step(src,rand(1.10))
sleep(1)
step(M,M.dir)
sleep(1)
step(M,M.dir)
sleep(1)
src.dir = src.dir
if(src.dir == NORTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba1/C = new /obj/yaiba1/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = NORTH
B.dir = NORTH
C.dir = NORTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir == SOUTH)
var/obj/yaiba/A = new /obj/yaiba/
var/obj/yaiba1/B = new /obj/yaiba1/
var/obj/yaiba2/C = new /obj/yaiba2/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y, src.z)
C.loc = locate(src.x+1, src.y, src.z)
B.loc = locate(src.x-1, src.y, src.z)
A.dir = SOUTH
B.dir = SOUTH
C.dir = SOUTH
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir == WEST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y+1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y-1, src.z)
A.dir = WEST
B.dir = WEST
C.dir = WEST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir == EAST)
var/obj/yaiba1/A = new /obj/yaiba1/
var/obj/yaiba2/B = new /obj/yaiba2/
var/obj/yaiba/C = new /obj/yaiba/
A.icon = 'getsugablack.dmi'
B.icon = 'getsugablack.dmi'
C.icon = 'getsugablack.dmi'
A.loc = locate(src.x, src.y-1, src.z)
C.loc = locate(src.x, src.y, src.z)
B.loc = locate(src.x, src.y+1, src.z)
A.dir = EAST
B.dir = EAST
C.dir = EAST
A.Gowner = src
B.Gowner = src
C.Gowner = src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
if(src.random == 8)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
if(src.random == 9)
for(var/mob/M in oview(100))
src.loc = M.loc
if(src.random == 10)
src.icon_state = "attack"
view(src) << "<b>I[src]: HAHAHAHAHAHAHA"
sleep(10)
for(var/mob/M in oview(2))
var/damage = rand(1000,100000)
M.health -= damage
view(src,8) << "<b><font color = red>[src] attacked [M] for [damage] damage!"
M.Death(src)
sleep(10)
src.icon_state = ""
spawn(5)
Vichigo()


&& the death proc.

mob
proc
Death(mob/M)
if(!src)
return
if(!M)
return
if(src.npc)
src.health = src.mhealth
if(M.race=="Vaizard"&&M.deathspecial == 1)
M.health=9500
Vichigo(src)
world << "[src.name][src.race][src.health]"
return
No offense, but you should scrap that code anyway rather than try to fix it, which even if you'll succeed in doing, the code will remain horrible. Sorry. Apart from the general faults, it obviously goes beyond the common sense of how <s>long</s> humongous a proc should be. As a "bonus", it even uses goto, usr abuse, and despite the size it fails to properly check if all the variables are valid throughout the code...
So, it would be easier to rewrite it rather than clean all that up.
In response to Kaioken
Kaioken wrote:
No offense, but you should scrap that code anyway rather than try to fix it, which even if you'll succeed in doing, the code will remain horrible. Sorry. Apart from the general faults, it obviously goes beyond the common sense of how <s>long</s> humongous a proc should be. As a "bonus", it even uses goto, usr abuse, and despite the size it fails to properly check if all the variables are valid throughout the code...
So, it would be easier to rewrite it rather than clean all that up.

I have rewritten it if you view the last post made by me. I have gotten rid of the goto gar problem and a few other things.
In response to CK Productions
mob
proc
Vichigo()
if(src.health<=10000&&src.race=="Vaizard")
world<<"[src.name][src.race][src.health]"
src.deathspecial+=1
recovery(src)
src.overlays+='Fullinner.dmi'
src.attack=src.mattack*3
src.defence=src.mdefence*1.5
src.rei=src.mrei*1.5
src.random=rand(1,10)
if(src.random==2||src.random==3)
for(var/mob/Minoview(20))
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
sleep(1)
step_towards(src,M)
if(src.random==5||src.random==6)
if(src.dir==NORTH)
var/obj/yaiba/A=new/obj/yaiba/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba1/C=new/obj/yaiba1/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y,src.z)
C.loc=locate(src.x+1,src.y,src.z)
B.loc=locate(src.x-1,src.y,src.z)
A.dir=NORTH
B.dir=NORTH
C.dir=NORTH
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir==SOUTH)
var/obj/yaiba/A=new/obj/yaiba/
var/obj/yaiba1/B=new/obj/yaiba1/
var/obj/yaiba2/C=new/obj/yaiba2/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y,src.z)
C.loc=locate(src.x+1,src.y,src.z)
B.loc=locate(src.x-1,src.y,src.z)
A.dir=SOUTH
B.dir=SOUTH
C.dir=SOUTH
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir==WEST)
var/obj/yaiba1/A=new/obj/yaiba1/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba/C=new/obj/yaiba/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y+1,src.z)
C.loc=locate(src.x,src.y,src.z)
B.loc=locate(src.x,src.y-1,src.z)
A.dir=WEST
B.dir=WEST
C.dir=WEST
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir==EAST)
var/obj/yaiba1/A=new/obj/yaiba1/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba/C=new/obj/yaiba/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y-1,src.z)
C.loc=locate(src.x,src.y,src.z)
B.loc=locate(src.x,src.y+1,src.z)
A.dir=EAST
B.dir=EAST
C.dir=EAST
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
if(src.random==7)
if(src.dir==NORTH)
var/obj/yaiba/A=new/obj/yaiba/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba1/C=new/obj/yaiba1/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y,src.z)
C.loc=locate(src.x+1,src.y,src.z)
B.loc=locate(src.x-1,src.y,src.z)
A.dir=NORTH
B.dir=NORTH
C.dir=NORTH
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir==SOUTH)
var/obj/yaiba/A=new/obj/yaiba/
var/obj/yaiba1/B=new/obj/yaiba1/
var/obj/yaiba2/C=new/obj/yaiba2/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y,src.z)
C.loc=locate(src.x+1,src.y,src.z)
B.loc=locate(src.x-1,src.y,src.z)
A.dir=SOUTH
B.dir=SOUTH
C.dir=SOUTH
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir==WEST)
var/obj/yaiba1/A=new/obj/yaiba1/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba/C=new/obj/yaiba/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y+1,src.z)
C.loc=locate(src.x,src.y,src.z)
B.loc=locate(src.x,src.y-1,src.z)
A.dir=WEST
B.dir=WEST
C.dir=WEST
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir==EAST)
var/obj/yaiba1/A=new/obj/yaiba1/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba/C=new/obj/yaiba/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y-1,src.z)
C.loc=locate(src.x,src.y,src.z)
B.loc=locate(src.x,src.y+1,src.z)
A.dir=EAST
B.dir=EAST
C.dir=EAST
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
for(var/mob/Minoview(50))
src.loc=M.loc
step(src,rand(1.10))
sleep(1)
step(M,M.dir)
sleep(1)
step(M,M.dir)
sleep(1)
src.dir=src.dir
if(src.dir==NORTH)
var/obj/yaiba/A=new/obj/yaiba/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba1/C=new/obj/yaiba1/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y,src.z)
C.loc=locate(src.x+1,src.y,src.z)
B.loc=locate(src.x-1,src.y,src.z)
A.dir=NORTH
B.dir=NORTH
C.dir=NORTH
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,NORTH)
walk(C,NORTH)
walk(B,NORTH)
if(src.dir==SOUTH)
var/obj/yaiba/A=new/obj/yaiba/
var/obj/yaiba1/B=new/obj/yaiba1/
var/obj/yaiba2/C=new/obj/yaiba2/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y,src.z)
C.loc=locate(src.x+1,src.y,src.z)
B.loc=locate(src.x-1,src.y,src.z)
A.dir=SOUTH
B.dir=SOUTH
C.dir=SOUTH
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,SOUTH)
walk(C,SOUTH)
walk(B,SOUTH)
if(src.dir==WEST)
var/obj/yaiba1/A=new/obj/yaiba1/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba/C=new/obj/yaiba/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y+1,src.z)
C.loc=locate(src.x,src.y,src.z)
B.loc=locate(src.x,src.y-1,src.z)
A.dir=WEST
B.dir=WEST
C.dir=WEST
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,WEST)
walk(C,WEST)
walk(B,WEST)
if(src.dir==EAST)
var/obj/yaiba1/A=new/obj/yaiba1/
var/obj/yaiba2/B=new/obj/yaiba2/
var/obj/yaiba/C=new/obj/yaiba/
A.icon='getsugablack.dmi'
B.icon='getsugablack.dmi'
C.icon='getsugablack.dmi'
A.loc=locate(src.x,src.y-1,src.z)
C.loc=locate(src.x,src.y,src.z)
B.loc=locate(src.x,src.y+1,src.z)
A.dir=EAST
B.dir=EAST
C.dir=EAST
A.Gowner=src
B.Gowner=src
C.Gowner=src
walk(A,EAST)
walk(C,EAST)
walk(B,EAST)
if(src.random==8)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
sleep(1)
step(src,rand(1,10))
if(src.random==9)
for(var/mob/Minoview(100))
src.loc=M.loc
if(src.random==10)
src.icon_state="attack"
view(src)<<"<b>I[src]:HAHAHAHAHAHAHA"
sleep(10)
for(var/mob/Minoview(2))
var/damage=rand(1000,100000)
M.health-=damage
view(src,8)<<"<b><fontcolor=red>[src]attacked[M]for[damage]damage!"
M.Death(src)
sleep(10)
src.icon_state=""
spawn(5)Vichigo()
mob
proc
Death(mob/M)
if(!src||!M)return
if(src.npc)src.health=src.mhealth
if(M.race=="Vaizard"&&M.deathspecial==1)
M.health=9500
src.Vichigo()
world<<"[src.name][src.race][src.health]"
return

You bitches with all your spaces and crap, geez....
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