Zabimaru
icon = 'renjibankai.dmi'
density = 1
zab = 1
rundelay = 0
layer = 50
Bump(atom/M)
if(istype(M,/obj/zabtrail/))
src.loc = M.loc
Bump(mob/D)
..()
var/mob/M = D
if(istype(M,/mob/))
if(M&&M == owner)
return
else
src.loc = M.loc
M.health -= src.attack * 1.5
view(src,8) << "<b><font color = red>[src.owner] hit [M] with his [src] for [src.attack * 1.5] damage!"
M.Death(src.owner)
var/mob/O = src.owner
if(M.enemy)
O.hollowprotection = 0
O.banmastery(15)
Del()
for(var/obj/zabtrail/M in world)
if(M.owner == src)
del M
..()
Move()
..()
var/obj/zabtrail/M = new/obj/zabtrail
if(src.dir == NORTH)
M.loc = locate(src.x,src.y-1,src.z)
M.dir = NORTH
if(src.olddir == WEST)
M.dir = NORTHWEST
if(src.olddir == EAST)
M.dir = SOUTHWEST
if(src.dir == SOUTH)
M.loc = locate(src.x,src.y+1,src.z)
M.dir = SOUTH
if(src.olddir == WEST)
M.dir = NORTHEAST
if(src.olddir == EAST)
M.dir = SOUTHEAST
if(src.dir == EAST)
M.loc = locate(src.x-1,src.y,src.z)
M.dir = EAST
if(src.olddir == NORTH)
M.dir = NORTHEAST
if(src.olddir == SOUTH)
M.dir = NORTHWEST
if(src.dir == WEST)
M.loc = locate(src.x+1,src.y,src.z)
M.dir = WEST
if(src.olddir == NORTH)
M.dir = SOUTHEAST
if(src.olddir == SOUTH)
M.dir = SOUTHWEST
M.owner = src
src.olddir = src.dir
Problem description:
Umm "inconsistent Indentation"
on lines
if(istype(M,/obj/zabtrail/))
src.loc = M.loc
closest to top (near Zabimaru)
Use Ctrl+T in Dream Maker to show where you have tabs. Then on any of the lines that are indented with spaces, reindent them properly with tabs.
Also, the code you're using for that trail needs to be removed entirely. You shouldn't have to use a zillion if() blocks for a simple "put something behind me" piece of code. How that should look instead is:
Also that means your trail object should be initialized like so:
I'm not 100% sure what that stuff with olddir is supposed to do because it doesn't look like it's consistent. It looks like the goal is to get a nice diagonal trail when the mob switches from one cardinal direction to another.
Lummox JR