ID:174566
 
Hello!

I have a problem!
I have these two obj's with verbs on them:

obj
FireSpin
verb
FireSpin(mob/characters/M in oview(6))
set name = "Flame Spinner Attack"
set category = "Fighting"
if(usr.kame == 1)
usr << "You are firing something already."
if(usr.kame == 0)
if(M.npp == 1||M.npc == 1||M.npp == null)
usr << "You cannot attack them. They are a newbie."
if(M.npp == 0)
if(usr.Guild == M.Guild)
usr<<"They are in your Guild! You cannot attack them!"
else
var/dam = 3500 as num|null
if(dam > usr.maxpowerlevel)
view(6) << "[usr] explodes from attempting a Flame Spinner Attack."
usr.powerlevel = 0
usr.Die()
if(dam <= usr.maxpowerlevel)
usr.kame = 1
view(6) << "[usr] : Suuuu"
sleep(6)
view(6) << "[usr] : NaaaaMaaaa"
sleep(6)
view(6) << "[usr] : FLAME!!!"
sleep(6)
view(6) << "[usr] : SPINNER!!!"
sleep(6)
view(6) << "[usr] : ATTACK!!!"
usr.kame = 0
s_missile(/obj/fs,usr,M)
sleep(15)
if(M.icon == 'suushenron.dmi')
usr<<"Suu Shenron, is one with Fire."
usr<<"Suu Shenron absorbed the flames, and a grin spread across his face!"
M.powerlevel += usr.Str
for(var/obj/fs/A in oview(10))
del(A)
else
M.powerlevel -= dam * usr.Str / (M.Def/1.1)
usr.powerlevel -= dam

usr.KO()
for(var/obj/fs/A in oview(10))
del(A)
M.Die()
obj
IceSpin
verb
IceSpin(mob/characters/M in oview(6))
set name = "Ice Spinning Attack"
set category = "Fighting"
if(usr.kame == 1)
usr << "You are firing something already."
if(usr.kame == 0)
if(M.npp == 1||M.npc == 1||M.npp == null)
usr << "You cannot attack them. They are a newbie."
if(M.npp == 0)
if(usr.Guild == M.Guild)
usr<<"They are in your Guild! You cannot attack them!"
else
var/dam = 3500 as num|null
if(dam > usr.maxpowerlevel)
view(6) << "[usr] explodes from attempting a Ice Spinning Attack."
usr.powerlevel = 0
usr.Die()
if(dam <= usr.maxpowerlevel)
usr.kame = 1
view(6) << "[usr] : Saaann"
sleep(6)
view(6) << "[usr] : Aishaaaa"
sleep(6)
view(6) << "[usr] : ICE!!!"
sleep(6)
view(6) << "[usr] : SPINNING!!!"
sleep(6)
view(6) << "[usr] : ATTACK!!!"
usr.kame = 0
s_missile(/obj/is,usr,M)
sleep(15)
if(M.icon == 'sanshenron.dmi')
usr<<"San Shenron, is one with Ice."
usr<<"San Shenron absorbed the ice, and a grin spread across his face!"
M.powerlevel += usr.Str
for(var/obj/is/A in oview(10))
del(A)
else
M.powerlevel -= dam * usr.Str / (M.Def/1.1)
usr.powerlevel -= dam
usr.KO()
for(var/obj/is/A in oview(10))
del(A)
M.Die()


I also have a verb for Attack

But when I play the game I get the verbs:
Attack
Flame Spinner Attack
Ice Spinning Attack

but if I click attack, it gives me a menu of Flame Spinner Attack and Ice Spinning Attack, if it can't do it's usual job. Why is this?

~GokuSS4Neo~
Must use DM tags.
In response to Airjoe
Airjoe, there's no HTML tags in that code at ALL, nevermind HTML tags that aren't closed. He doesn't HAVE to use DM tags.
Seeing your attack verb would help.
In response to Jon88
DM tags don't just stop HTML. -_-
They also make the code easier to read by stopping it from continuing onto the next line.

<-Airjoe->
In response to Airjoe
Sorry about the DM tags.
Here is the code again, followed by the attack code.

obj
FireSpin
verb
FireSpin(mob/characters/M in oview(6))
set name = "Flame Spinner Attack"
set category = "Fighting"
if(usr.kame == 1)
usr << "You are firing something already."
if(usr.kame == 0)
if(M.npp == 1||M.npc == 1||M.npp == null)
usr << "You cannot attack them. They are a newbie."
if(M.npp == 0)
if(usr.Guild == M.Guild)
usr<<"They are in your Guild! You cannot attack them!"
else
var/dam = 3500 as num|null
if(dam > usr.maxpowerlevel)
view(6) << "[usr] explodes from attempting a Flame Spinner Attack."
usr.powerlevel = 0
usr.Die()
if(dam <= usr.maxpowerlevel)
usr.kame = 1
view(6) << "[usr] : Suuuu"
sleep(6)
view(6) << "[usr] : NaaaaMaaaa"
sleep(6)
view(6) << "[usr] : FLAME!!!"
sleep(6)
view(6) << "[usr] : SPINNER!!!"
sleep(6)
view(6) << "[usr] : ATTACK!!!"
usr.kame = 0
s_missile(/obj/fs,usr,M)
sleep(15)
if(M.icon == 'suushenron.dmi')
usr<<"Suu Shenron, is one with Fire."
usr<<"Suu Shenron absorbed the flames, and a grin spread across his face!"
M.powerlevel += usr.Str
for(var/obj/fs/A in oview(10))
del(A)
else
M.powerlevel -= dam * usr.Str / (M.Def/1.1)
usr.powerlevel -= dam

usr.KO()
for(var/obj/fs/A in oview(10))
del(A)
M.Die()
obj
IceSpin
verb
IceSpin(mob/characters/M in oview(6))
set name = "Ice Spinning Attack"
set category = "Fighting"
if(usr.kame == 1)
usr << "You are firing something already."
if(usr.kame == 0)
if(M.npp == 1||M.npc == 1||M.npp == null)
usr << "You cannot attack them. They are a newbie."
if(M.npp == 0)
if(usr.Guild == M.Guild)
usr<<"They are in your Guild! You cannot attack them!"
else
var/dam = 3500 as num|null
if(dam > usr.maxpowerlevel)
view(6) << "[usr] explodes from attempting a Ice Spinning Attack."
usr.powerlevel = 0
usr.Die()
if(dam <= usr.maxpowerlevel)
usr.kame = 1
view(6) << "[usr] : Saaann"
sleep(6)
view(6) << "[usr] : Aishaaaa"
sleep(6)
view(6) << "[usr] : ICE!!!"
sleep(6)
view(6) << "[usr] : SPINNING!!!"
sleep(6)
view(6) << "[usr] : ATTACK!!!"
usr.kame = 0
s_missile(/obj/is,usr,M)
sleep(15)
if(M.icon == 'sanshenron.dmi')
usr<<"San Shenron, is one with Ice."
usr<<"San Shenron absorbed the ice, and a grin spread across his face!"
M.powerlevel += usr.Str
for(var/obj/is/A in oview(10))
del(A)
else
M.powerlevel -= dam * usr.Str / (M.Def/1.1)
usr.powerlevel -= dam
usr.KO()
for(var/obj/is/A in oview(10))
del(A)
M.Die()

//-----------And the Attack Code

AttackMob(mob/M in oview(1))
set category = "Fighting"
set name = "Attack"
if(usr.Guild == M.Guild)
usr<<"They are in your Guild! You cannot attack them!"
else
if(M.npp == 1)
usr << "<b>They are a newbie."
else
if(usr.npp == 1)
usr << "<b>You are a newbie - you cannot."
else
if(M.npc == 1)
usr << "They are an NPC"
if(M.npc == 0||M.npc == null)
if(usr.npp == 1)
usr << "Not while being a newbie."
if(usr.npp == 0)
if(M.npp == 1)
usr << "They are a newbie."
if(M.npp == 0)
if(M.ko == 1)
usr << "<b>You need to finish him for that."
if(M.ko == 0)
if(usr.ko == 1)
usr << "<b>Not while you are knocked out."
if(usr.ko == 0)
if(usr.safe == 1)
usr << "<b>Not while in a safe area."
if(usr.safe == 0)
if(M.safe == 1)
usr << "<b>They are in a safe area."
if(M.safe == 0)
usr.random= rand(1,7)
if(usr.random == 1)
view(6) << "<font color = blue><i>[usr] throws a fury of punches at [M]!"
flick("sparfury",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.9)))
M.powerlevel = round(M.powerlevel)
M.plevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()
if(usr.random == 2)
view(6) << "<font color = blue><i>[usr] jump-kicks [M]!"
flick("sparkick",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.9)))
M.powerlevel = round(M.powerlevel)
M.klevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()

if(usr.random == 3)
view(6) << "<font color = blue><i>[usr] uppercuts [M]!!"
flick("sparfury",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.6)))
M.powerlevel = round(M.powerlevel)
M.plevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()

if(usr.random == 4)
view(6) << "<font color = blue><i>[usr] sweeps [M]'s feet!"
flick("sparkick",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.6)))
M.powerlevel = round(M.powerlevel)
M.klevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()


if(usr.random == 5)
view(6) << "<font color = blue><i>[usr] jabs [M] in the stomach!"
flick("sparpunch",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.6)))
M.powerlevel = round(M.powerlevel)
M.plevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()

if(usr.random == 6)
view(6) << "<font color = blue><i>[usr] staggers, and misses [M]!"
flick("sparpunch",usr)
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
if(usr.random == 7)
view(6) << "<font color = blue><i>[usr] kicks at [M], and misses [M]!"
flick("sparkick",usr)
M.klevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()




if(M.npc == 1)
usr << "They are an NPC"
if(M.npc == 0||M.npc == null)
if(usr.npp == 1)
usr << "Not while being a newbie."
if(usr.npp == 0)
if(M.npp == 1)
usr << "They are a newbie."
if(M.npp == 0)
if(M.ko == 1)
usr << "<b>You need to finish him for that."
if(M.ko == 0)
if(usr.ko == 1)
usr << "<b>Not while you are knocked out."
if(usr.ko == 0)
if(usr.safe == 1)
usr << "<b>Not while in a safe area."
if(usr.safe == 0)
if(M.safe == 1)
usr << "<b>They are in a safe area."
if(M.safe == 0)
usr.random= rand(1,7)
if(usr.random == 1)
view(6) << "<font color = blue><i>[usr] throws a fury of punches at [M]!"
flick("sparfury",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.9)))
M.powerlevel = round(M.powerlevel)
M.plevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()
if(usr.random == 2)
view(6) << "<font color = blue><i>[usr] jump-kicks [M]!"
flick("sparkick",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.9)))
M.powerlevel = round(M.powerlevel)
M.klevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()

if(usr.random == 3)
view(6) << "<font color = blue><i>[usr] uppercuts [M]!!"
flick("sparfury",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.6)))
M.powerlevel = round(M.powerlevel)
M.plevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()

if(usr.random == 4)
view(6) << "<font color = blue><i>[usr] sweeps [M]'s feet!"
flick("sparkick",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.6)))
M.powerlevel = round(M.powerlevel)
M.klevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()


if(usr.random == 5)
view(6) << "<font color = blue><i>[usr] jabs [M] in the stomach!"
flick("sparpunch",usr)
M.powerlevel -= (usr.powerlevel * (rand(0.2,0.6)))
M.powerlevel = round(M.powerlevel)
M.plevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()

if(usr.random == 6)
view(6) << "<font color = blue><i>[usr] staggers, and misses [M]!"
flick("sparpunch",usr)
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
if(usr.random == 7)
view(6) << "<font color = blue><i>[usr] kicks at [M], and misses [M]!"
flick("sparkick",usr)
M.klevel += 1
usr.maxpowerlevel += rand(0,1)
usr.maxpowerdam += rand(0,2)
M.KO()








~GokuSS4Neo~
In response to Gokuss4neo
Please Help!!

~GokuSS4Neo~
In response to Gokuss4neo
I AM BEGGING!!! Please can someone help me?

~GokuSS4Neo~
In response to Gokuss4neo
Look, i had the same problem before too, its cause you have the word Attack, in all 3 of them, you chose which ''attack'' you are talking about. Try renaming them, or for the verb (i havent really tested this) add:


set popup_menu = 0


So it wont show in a pop-up menu.
In response to JackGuy
Thank you!

~GokuSS4Neo~