ID:2572835
 
(See the best response by Kaiochao.)
Code:
mob/var/tmp
frozen = 0
speeding = 0
mob/PC
Move()
if(frozen||speeding) return 0
var/delay = speed
var/buku_speed = max(0,speed - 1.5)
speeding = 1
.=..()
if(buku) spawn(buku_speed) speeding = 0
else spawn(delay) speeding = 0
if(.) spawn()
var/FullBonus = 0
var/FullDrain = rand(0,1)
var/z_bonus = src.level * 4
var/level5 = round(src.level/5)
var/cape1_bonus = 1 + level5
var/cape2_bonus = 5 + level5
var/cape3_bonus = 12 + level5
var/armor1_bonus = 3 + level5
var/armor2_bonus = 7 + level5
var/armor3_bonus = 17 + level5
var/gi1_bonus = 2 + level5
var/gi2_bonus = 7 + level5
var/gi3_bonus = 15 + level5
var/leg_bonus = 5 + level5
var/leg2_bonus = 10 + level5
var/arm_bonus = 5 + level5
var/arm2_bonus = 10 + level5
var/ankle_bonus = 1 + level5
var/ankle2_bonus = 5 + level5
var/wrist_bonus = 1 + level5
var/wrist2_bonus = 5 + level5
var/turben_bonus = 5 + level5
var/turben2_bonus = 10 + level5
if(z_bonus <= 1) z_bonus = 1
if(src.z_sword)
FullBonus += z_bonus
if(src.powerlevel_max < 3500000) FullDrain += rand(1,3)
if(src.powerlevel_max > 4000000) FullDrain += 1
switch(src.weightcape)
if(1) FullBonus += cape1_bonus
if(2) FullBonus += cape2_bonus
if(3) FullBonus += cape3_bonus
switch(src.weightarmor)
if(1) FullBonus += armor1_bonus
if(2) FullBonus += armor2_bonus
if(3) FullBonus += armor3_bonus
switch(src.weightgi)
if(1) FullBonus += gi1_bonus
if(2) FullBonus += gi2_bonus
if(3) FullBonus += gi3_bonus
switch(src.weightleg)
if(1) FullBonus += leg_bonus
if(2) FullBonus += leg2_bonus
switch(src.weightarm)
if(1) FullBonus += arm_bonus
if(2) FullBonus += arm2_bonus
switch(src.weightankle)
if(1) FullBonus += ankle_bonus
if(2) FullBonus += ankle2_bonus
switch(src.weightwrist)
if(1) FullBonus += wrist_bonus
if(2) FullBonus += wrist2_bonus
switch(src.weighthead)
if(1) FullBonus += turben_bonus
if(2) FullBonus += turben2_bonus
if(FullBonus <= 0) FullBonus = 0
if(FullBonus >= 650) FullBonus = 650
if(src.mode == 7 && FullBonus >= 1050) FullBonus = 1050
if(FullDrain >= 25) FullDrain = rand(5,15)
if(src.weightgi >= 1||src.weightcape >= 1||src.weightarmor >= 1||src.weightarm >= 1||src.weightleg >= 1||src.weightankle >= 1||src.weightwrist >= 1||src.weighthead >= 1||src.z_sword >= 1)
if(src.fatigue < src.fatigue_max && !src.KO && !src.rest && !src.frozen && !src.doing)
if(prob(33)) src.fatigue += FullDrain + round(src.level/80)
if(prob(5))
src.fatigue_exp += round(FullBonus/2)+src.level
src.Fatigue_Level_Up()
src.Gain_Exp(FullBonus)
src.Tired_KO()
if(src.s_bubble)
var/turf/T = locate(src.x,src.y+1,src.z)
if(T) src.s_bubble.loc = T
else src.s_bubble.loc = src.loc
return .
mob/Move()//Move proc.. it's absolutely delectable
. = ..()
if(src.client)
for(var/mob/Monster/B in Pets) if(B.owner == src && !B.not_following && !B.frozen && !B.speeding){if(src.buku){call(B,"Flight")()}; walk_towards(B,src)}
return .
mob/PC/verb
North()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="North")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.North()
South()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="South")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.South()
East()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="East")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.East()
West()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="West")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.West()
NorthWest()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="NorthWest")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.Northwest()
NorthEast()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="NorthEast")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.Northeast()
SouthWest()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="SouthWest")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.Southwest()
SouthEast()
set hidden = 1
afk_time = 0
spawn()
if(meditation)
if(meddir=="SouthEast")
spawn() MedGain()
meddir=null
else
meddir=null
meditation=0
src<<"You fail in your meditation"
spawn() Meditate_Gain()
else if(GMLocked||jailed||frozen||wrapped||donut_wrapped||KO||frozen||dual_training||selftraining||boxing||meditation||meditate) return
if(dead && z!=8) loc = locate(44,25,8)
else client.Southeast()
turf
Enter(var/mob/M as mob)
if(ismob(M)) {M.safe=0;if(M.grav){if(M.z!=5&&M.z!=6){M.grav=0;M.grav_on=0;}}}
for(var/area/house/A in view(0,src)) if(istype(A,/area/house/))
if(isobj(M)) if(istype(M,/obj/)) del(M)
if(!ismob(M)) break
if(!M.key) return FALSE
if(M.beingattacked||M.attacker){sd_alert(M,"Please wait a moment after combat before entering."); return FALSE:}
for(var/obj/O in M.contents)
if(istype(O,/obj/Dragonballs))
M << "You cannot enter with a dragonball!"
return FALSE
if(M.arenab){ spawn(){ sd_alert(usr,"Finish your arena battle!")}; return FALSE; }
if(M.doing){ M<<"Finish whatever you're doing before entering."; return FALSE; }
M.safe = 1
M.see_invisible = 0
//usr<<"[usr] [usr.type] the usr has entered [src] [type] the src"
return ..()
/*Exit(var/mob/M as mob)
//usr<<"[usr] [usr.type] the usr has exited [src] [type] the src"
return ..()*/

Exited(var/mob/PC/M as mob)
if(ismob(M))
var/a1=0
for(var/area/house/A in view(0,src)) a1++
if(!a1){ M.see_invisible = 1; M.safe=0; }
return ..()
area
mouse_opacity=0
house
layer=7
turf
No_Walking
density=1
Enter()
return FALSE


Problem description: Trying to get an old game running but running into one error when attempting to compile, am i missing something as i have not used byond in years

You're going to have to list the error, as well as the line in question—your code snippet is massive.
In response to LordAndrew
LordAndrew wrote:
You're going to have to list the error, as well as the line in question—your code snippet is massive.

It will not advise me exactly where the issue is located. This is an old DB source but it keeps advising of one error It just advises the following, not showing where the error is located, havent used BYOND in years so I am not sure how to read error codes:

loading Dark Apocalypse.dme
2.0 Player Character\2.1 Character Attributes\Movement Attributes.dm:227:error: :: expected end of statement
Dark Apocalypse.dmb - 1 error, 0 warnings (5/20/20 2:58 pm)

Edit: the code i posted is the Movement Attributes.dm file

In response to Crazykane2006
Best response
227 is the line number of the error.
counted manually and 227 is line where in the above it states in the TURF section near the bottom


M << "You cannot enter with a dragonball!"
return FALSE

not sure if there is a shortcut to goto line 227. but its either the return false or the line above.

Thanks for clearing up
In response to Crazykane2006
You can double-click on the error to go to it,
or you can hit Ctrl+G (Edit>Go To...) and type it in,
or you can hit Ctrl+L (Options>Show Line Numbers) to see the line numbers on the side.

I see the error on this line, a few lines above the one you mentioned:
if(M.beingattacked||M.attacker){sd_alert(M,"Please wait a moment after combat before entering."); return FALSE:}

FALSE: shouldn't have ":" after it. The compiler expected the statement to end after "return FALSE", but it encountered that colon instead.
Kaiochao wrote:
You can double-click on the error to go to it,
or you can hit Ctrl+G (Edit>Go To...) and type it in,
or you can hit Ctrl+L (Options>Show Line Numbers) to see the line numbers on the side.

I see the error on this line, a few lines above the one you mentioned:
> if(M.beingattacked||M.attacker){sd_alert(M,"Please wait a moment after combat before entering."); return FALSE:}
>

FALSE: shouldn't have ":" after it. The compiler expected the statement to end after "return FALSE", but it encountered that colon instead.

Thank you kindly. all working. means a lot!