ID:141706
 
Code:
mob/proc/deathcheck(mob/M)
if(M.health<=0)
M.DieParty()
if(M.name==src.name)return 0
if(M.village==src.village)
if(!M.INEXAM)
switch(alert(src, "Betray your Comrad?", "Betray", "Betray","Leave Wounded"))
if("Betray")
if(M in oview(1))
M<<"[src] has chosen to betray you."
M.exp=src.exp/2
src.kills ++
src<<"<small>You have betrayed [M]!</small>"
M.deaths ++
src.Yen+=M.Yen
M.Yen = 0
M.health=src.maxhealth
M.SpawnV()
if("Leave Wounded")
src<<"You can't betray [M], a comrad..."
M<<"[src] can't betray a comrad and leaves you wounded..."
M.health=10
return 0
else
if(M.InSquads)
if(M.SquadsName == src.SquadsName)
M<<"[src] can't betray a comrad and leaves you wounded..."
src<<"You can't betray [M], a comrad..."
return 0
if(M.npc)return 0
else if(M.client)
M.createcorpse()
M.overlays-='suna.dmi'
M.overlays-='sousou.dmi'
M.overlays-='goukakyuu.dmi'
M.overlays-='kyuu.dmi'
M.underlays-= image('kagemane.dmi',"head")
M.overlays-= image('kagemane.dmi',"tail")
M.DieParty()
M << sound(null)
M<<"<small>[src] has killed you!</small>"
M.SpawnV()
M.exp=M.exp/3
M.move=0
M.health = M.maxhealth
if(src.client)
src.kills ++
src<<"<small>You have killed [M]!</small>"
M.deaths ++
src.Yen+=M.Yen
M.Yen = 0
src.exp+=M.exp/3
src.Levelup()


Problem description:
Any time you kill some one who not in our village, they get booted idk why

Show your DieParty() proc.
In response to Kaiochao (#1)
Code:
<dm>
mob
proc
DieParty()
if(src.INEXAM)
src.INEXAM=0
src.hasearth=0
src.hasheaven=0
src.correct=0
src.taking=0
src.verbs -= /mob/Exam/verb/Leave_Exam
src<<"You have failed the exam!"
spawn() src.SpawnV()
<dm> //note that die party shows you faild the chunnin exams
In response to Louisthe10 (#2)
Wow, what a misnomer. Procs should be named by what they do, common sense.

So the problem isn't in this proc, nor is it directly in the deathcheck proc. It's in something, show the other procs included.
Code:
<dm>
mob/proc/SpawnV()
if(!src.client)del(src)
if(src.village=="Hidden Leaf")
if(src.level<= 99)
src.loc=locate(/turf/Spawn)
else
if(src.rank=="Leaf-NiN ChuuNiN")
src.loc=locate(/turf/SpawnH1)
src.see_invisible = 0
src.sight &= ~SEE_SELF
src.FinishDeath()
else
if(prob(50))
src.loc=locate(/turf/SpawnH2)
src.see_invisible = 0
src.sight &= ~SEE_SELF
src.FinishDeath()
else
src.loc=locate(/turf/SpawnH3)
src.see_invisible = 0
src.sight &= ~SEE_SELF
src.FinishDeath()

if(src.village=="Sand Village")
if(src.level<=100)
src.loc=locate(/turf/Spawn2)
else
src.see_invisible = 0
src.sight &= ~SEE_SELF
if(prob(50))
src.loc=locate(/turf/SpawnSH1)
src.FinishDeath()
else
src.loc=locate(/turf/SpawnSH2)
src.FinishDeath()

if(src.village=="Hidden Mist Village")
if(src.level<= 100)
src.loc=locate(/turf/Spawn3)
else
src.loc=locate(/turf/SpawnMH1)
src.FinishDeath()
if(src.village=="Snow Village")
src.loc=locate(/turf/SpawnSnow)

if(src.village=="Hidden Star")
src.loc=locate(/turf/SpawnStar)

else if(src.village=="Akatsuki") src.loc=locate(/turf/SpawnAka)
else if(src.village=="Sound Village") src.loc=locate(/turf/Sound/LeaveSound)
else if(src.village=="Missing-NiN") src.loc=locate(/turf/Akatsuki)
else if(src.village=="Hidden Village Of Waterfall") src.loc=locate(/turf/waterfallspawn)


//This the only proc that is acualy there, I`m not sure if its impoperly spaced or what but something is wrong

In response to Louisthe10 (#4)
Hmm.. show FinishDeath(). I can't seem to find the problem in these procs that would be booting players. I'm assuming they are players with clients.
Code:
<dm>
mob/proc/FinishDeath()
spawn(10)
src.dead=0
In response to Louisthe10 (#6)
If this is all there is, I'm missing something, because I can't find anything that would cause the player to be booted.
In response to Kaiochao (#7)
Do u have msn or something, so i can just send u the code file to take a look?