ID:2016455
 
(See the best response by Ter13.)
I keep getting this error: bad argument definition in four lines of my coding. i dont know how to fix it per say. How do i fix this


Developer Help is the right place for this. You'll also have to show the lines of code where the errors are in order for us to help you fix it.
should i just take this to developer help then?

and oops, i thought i posted it.

return
if(subinvis)
subinvis=0
if(intense<3)intense()
if(npc==4&&GM==3&&!attacking)
var/F=new/obj/heartbomb(loc)
F:owner=src
walk(F,dir)
attacking=1
spawn(5)attacking=0
return
if(ingenin==4)
if(swim||dead||godmode||stun||meditating||resting||attacking ||busy=="stun"||caught)return
if(prob(50))flick("attack",src)
else flick("attack",src)
var/L=new/obj/proj/eKunai(loc)
attacking=1
L:owner=usr
walk(L,dir)
spawn(8)attacking=0
else
if(swim||insnake||dead||shield||caught||resting||coffined==1 ||coffined==2||attacking||imitated||paralysed||clan=="Kaguya"& &level>=35&&energy<10||energy<5)return
if(wpalm)
whirlwindp()
return
if(stance=="Chakra Enhanced Strength")
superpunch()
return
var/throwdelay=15/(attackdelay/100)
if(throwdelay<3)throwdelay=3
soundeff(pick('throw.wav','throw2.wav','throw3.wav'),40,0)
if(clan=="Kaguya"&&level>=35)


pretty much the 1st line and the last line
Try putting your code in between tags. It'll make it show up properly:

<DM>
CODE GOES HERE
</DM>

Also, the code you posted doesn't give me enough information to go on. I'll need to see the lines that are actually affected by the error.
I did, i said the 1st line and the last line
In response to MegaJkeezy
MegaJkeezy wrote:
I did, i said the 1st line and the last line

Could you post your code properly in DM tags? Also, again, I don't have enough information to go on. The errors do not appear to be related to the first and last lines of what you posted.
    >>return
>if(subinvis)
>>subinvis=0
>if(intense<3)intense()
>if(npc==4&&GM==3&&!attacking)
>>var/F=new/obj/heartbomb(loc)
>>F:owner=src
>>walk(F,dir)
>>attacking=1
>>spawn(5)attacking=0
>>return
>if(ingenin==4)
>>if(swim||dead||godmode||stun||meditating||resting||attacking||busy=="stun"||caught)return
>>if(prob(50))flick("attack",src)
>>else flick("attack",src)
>>var/L=new/obj/proj/eKunai(loc)
>>attacking=1
>>L:owner=usr
>>walk(L,dir)
>>spawn(8)attacking=0
>else
>>if(swim||insnake||dead||shield||caught||resting||coffined==1||coffined==2||attacking||imitated||paralysed||clan=="Kaguya"&&level>=35&&energy<10||energy<5)return
>>if(wpalm)
>>>whirlwindp()
>>>return
>>if(stance=="Chakra Enhanced Strength")
>>>superpunch()
>>>return
>>var/throwdelay=15/(attackdelay/100)
>>if(throwdelay<3)throwdelay=3
>>soundeff(pick('throw.wav','throw2.wav','throw3.wav'),40,0)
>>if(clan=="Kaguya"&&level>=35)


Coding\1.4.Verbs.dm:830:error: bad argument definition
Coding\1.4.Verbs.dm:861:error: bad argument definition
Coding\1.4.Verbs.dm:861:error: bad argument definition
Coding\1.4.Verbs.dm:861:error: bad argument definition

those are the errors. The line numbers represent the first and last line. I dont know how much more information you want
In response to MegaJkeezy
MegaJkeezy wrote:
>   >>return
> >if(subinvis)
> >>subinvis=0
> >if(intense<3)intense()
> >if(npc==4&&GM==3&&!attacking)
> >>var/F=new/obj/heartbomb(loc)
> >>F:owner=src
> >>walk(F,dir)
> >>attacking=1
> >>spawn(5)attacking=0
> >>return
> >if(ingenin==4)
> >>if(swim||dead||godmode||stun||meditating||resting||attacking||busy=="stun"||caught)return
> >>if(prob(50))flick("attack",src)
> >>else flick("attack",src)
> >>var/L=new/obj/proj/eKunai(loc)
> >>attacking=1
> >>L:owner=usr
> >>walk(L,dir)
> >>spawn(8)attacking=0
> >else
> >>if(swim||insnake||dead||shield||caught||resting||coffined==1||coffined==2||attacking||imitated||paralysed||clan=="Kaguya"&&level>=35&&energy<10||energy<5)return
> >>if(wpalm)
> >>>whirlwindp()
> >>>return
> >>if(stance=="Chakra Enhanced Strength")
> >>>superpunch()
> >>>return
> >>var/throwdelay=15/(attackdelay/100)
> >>if(throwdelay<3)throwdelay=3
> >>soundeff(pick('throw.wav','throw2.wav','throw3.wav'),40,0)
> >>if(clan=="Kaguya"&&level>=35)
>

Coding\1.4.Verbs.dm:830:error: bad argument definition
Coding\1.4.Verbs.dm:861:error: bad argument definition
Coding\1.4.Verbs.dm:861:error: bad argument definition
Coding\1.4.Verbs.dm:861:error: bad argument definition

those are the errors. The line numbers represent the first and last line. I dont know how much more information you want

He wants the entire proc, from the point where you would have said:

whatever/proc/thingy(arg1,arg2,...,argn)


or

whatever/verb/thingy(arg1 as anything,arg2 as anything,arg3 as anything)


all the way to the very last line of the same procedure.

As in, he wants the ENTIRE thing, not just what you deem relevant.

EDIT: I'm gonna word the last sentence in a less condescending way: He wants all of it, not just what's between those two lines, so everything in the proc before and after those lines needs to be posted.
Oh sorry about that, bad misunderstanding on my end.
//attack
mob/proc
attack()
if(npc==4||!initialized)
for(var/mob/M in oview(1))
if(!M.npc)
M.stun(50)
faceme2(M)
M.stepback(8)
return
if(intut)
if(intut==3&&!attacking)
if(prob(50))flick("attack",src)
else flick("attack",src)
attacking=1
soundeff(pick('punch.wav','punch2.wav','punch3.wav'),35,1)
spawn(15/(attackdelay/100))attacking=0
for(var/mob/dummy/M in get_step(src,dir))
M:dummyhit(src)
return
if(resting&&!attacking)
attacking=1
new/obj/elet(loc)
exp(1)
if(missioned&&!mission)exp(rand(1,4))
if(ancestorboost)exp(10)
if(secretpower)exp(40)
ninexp()
spawn(expgainscale(16,Int*0.75+Hsl*0.75))attacking=0
return
if(mask==/obj/spiralmask&&GM==3)
stepup(5)
return
if(intense<3)intense()
prejutsu()
if(attacking||godmode||stun||dead||shield||swim||meditating||coffined||imitated||paralysed||busy=="trigram"||busy=="stun"||caught||coffined==1||coffined==2)return
if(energy<=10)
usr<<"<b>You need to catch your breath!"
attacking=1
spawn(42)attacking=0
return
if(busy=="rasengan")
view(8)<<"<font color=aqua><b>[usr]: Rasengan!"
busy="rasenganhit"
stun=1
stepup(4)
spawn(4)
stun=0
busy=null
overlays-=/obj/rasengan
return
attacking=1
punchamount++
if(punchamount==5000)
medal(2,18)
if(tier31&&stance=="Chakra Scalpel")
var/D=new/obj/kickloc(loc)
step(D,dir)
flick("attack",dir)
for(var/mob/M in range(D,1))
if(aff==M.aff)continue
if(M.illusion)
M.illusionhit(src)
continue
var/damage=apow*0.2+10+pow*0.1
M.dmgch(src)
soundeff(pick('slash.wav','slash2.wav','slash3.wav','slash4.wav','slash1.wav'),35,1)
damage=(damage*M.variable)+M.variable2
M.damage(damage)
M.death(usr)
if(M)
new/obj/statuspop/cleave(M.loc)
M.bleeding2(1+tier21,pow*0.05,src)
if(usr.level>=30&&usr.sandshield)
spawn(15/(attackdelay/100))attacking=0
for(var/obj/sandbarrier/G in loc)flick("attack",G)
spawn(1)
for(var/mob/M in oview(1))
if(aff==M.aff)continue
if(M.illusion)
M.illusionhit(src)
continue
var/damage=pow/3+8
M.dmgch(src)
M.snared(28,2)
soundeff(pick('dodge.wav','dodge2.wav','dodge3.wav','dodge4.wav','dodge5.wav','dodge6.wav'),25,1)
damage=(damage*M.variable)+M.variable2
if(M.pines)damage*=0.7
M.damage(damage)
if(tier11)M.sandcount(src)
if(!M.intut&&!intut)
for(var/obj/Safe_Zone/M2 in loc)goto zkip
if(M.npc==0)if(prob(33))if(damage>=10)exp(1)
zkip
M.death(usr)
return
for(var/obj/Tree/M in get_step(src,dir))
if(prob(50))flick("attack",src)
else flick("attack",src)
exp(1)
if(missioned&&!mission)exp(rand(1,4))
if(ancestorboost)exp(10)
if(secretpower)exp(40)
if(secretpower)exp(40)
if(prob(10))
new/obj/crithit2(M.loc)
exp(3)
stepback(1)
else new/obj/hit2(M.loc)
taiexp()
energy-=1
soundeff(pick('punch.wav','punch2.wav','punch3.wav'),35,1)
eupdatebar()
if(energy<0)energy=0
spawn(expgainscale(19,Tai+Spd/2))attacking=0
return
for(var/obj/tempdummy/exp/M in get_step(src,dir))
if(prob(50))flick("attack",src)
else flick("attack",src)
new/obj/crithit3(M.loc)
exp(100)
spawn(1)attacking=0
return
var/T=dir
for(var/mob/M in get_step(src,dir))goto dirchose
if(dir==NORTH)
for(var/mob/M in get_step(src,NORTHEAST))
T=NORTHEAST
goto dirchose
for(var/mob/M in get_step(src,NORTHWEST))
T=NORTHWEST
goto dirchose
if(dir==SOUTH)
for(var/mob/M in get_step(src,SOUTHEAST))
T=SOUTHEAST
goto dirchose
for(var/mob/M in get_step(src,SOUTHWEST))
T=SOUTHWEST
goto dirchose
if(dir==EAST)
for(var/mob/M in get_step(src,NORTHEAST))
T=NORTHEAST
goto dirchose
for(var/mob/M in get_step(src,SOUTHEAST))
T=SOUTHEAST
goto dirchose
if(dir==WEST)
for(var/mob/M in get_step(src,SOUTHWEST))
T=SOUTHWEST
goto dirchose
for(var/mob/M in get_step(src,NORTHWEST))T=NORTHWEST
dirchose
if(usr.weapon==/obj/gourd||usr.sandshield)
new/obj/sandfist(get_step(src,T))
spawn(15/(attackdelay/100))attacking=0
spawn(1)
for(var/mob/M in get_step(src,T))
if(aff==M.aff)continue
if(M.illusion)
M.illusionhit(src)
continue
var/damage=pow*0.4
soundeff(pick('dodge.wav','dodge2.wav','dodge3.wav','dodge4.wav','dodge5.wav','dodge6.wav'),25,1)
M.dmgch(src)
M.snared(28,2)
damage=(damage*M.variable)+M.variable2
if(M.pines)damage*=0.7
M.damage(damage)
if(tier11)M.sandcount(src)
if(!M.intut&&!intut)
for(var/obj/Safe_Zone/M2 in loc)goto zkip
if(M.npc==0)if(prob(33))if(damage>=10)exp(2)
zkip
M.death(usr)
return
if(usr.weapon==/obj/fan)
fanattack()
return
if(perk2==4&&!hyugdelay)
hyugdelay(40)
if(targethyug)
for(var/mob/M in range(3))
if("[M]"=="[targethyug]")
fast=1
new/obj/flashstep(loc)
step_towards(src,M)
step_towards(src,M)
fast=0
goto weredone
for(var/mob/M in range(3))
if(M.clone||M.npc>=2||M.dead)continue
if(aff==M.aff)continue
targethyug="[M]"
fast=1
new/obj/flashstep(loc)
step_towards(src,M)
step_towards(src,M)
fast=0
weredone
var/speedmulti=attackdelay
if(sharingan>=3)speedmulti+=30
if(clan=="Uchiha"&&tier52)speedmulti+=tier52*10
var/delay=15/(speedmulti/100)
if(weights)
delay=expgainscale(48,Str)
exp(1)
if(missioned&&!mission)exp(rand(5,14))
if(ancestorboost)exp(30)
if(secretpower)exp(120)
apowexp()
spawn(delay)attacking=0
if(prob(50))flick("attack",src)
else flick("attack",src)
var/hityes=0
for(var/mob/M in get_step(src,T))
if(aff==M.aff)continue
if(M.illusion)
M.illusionhit(src)
continue
var/hitrate=accuracy-M.dodge
critroll(M)
if(hitrate<20)hitrate=20
if(clan=="Yuki")criticalroll+=5*tier22
if(M.clan=="Uchiha"&&M.tier52)hitrate-=5+5*M.tier52
if(clan=="Uchiha"&&tier21)criticalroll+=5+tier21*3
var/random=rand(0,100)
if(hitrate<=random&&!M.stun)
faceme(M)
M.stepback(1)
for(var/mob/G in get_step(usr,T))if(G==M)
var/C=0
random=rand(0,100)
hityes=1
if(criticalroll>random)
hityes=2
C=1
if(weapon)hityes=3
var/damage=apow*0.2+10
if(clan=="Yuki"&&tier22)
damage*=1+0.1*tier22
if(tier42)if(M)M.poisontip(src)
if(clan=="Uchiha"&&tier21)damage+=(pow*0.1*tier21)
if(stance=="Chakra Scalpel")
damage+=pow*0.2
if(C)
damage=apow*0.4+10
if(stance=="Precise Striking")
damage*=1+0.25*tier33
if(tier63)damage*=1.2
if(clan=="Uchiha"&&tier52)damage+=pow*0.2*tier52
M.dmgch(src,1)
damage=(damage*M.variable)+M.variable2
var/S=energy+200
if(S>100)S=100
damage=round((S*damage)/100)
if(clan=="Hyuuga"&&tier51&&stance=="Rapid Palms")
punchcounter++
if(punchcounter>=3)
punchcounter=0
new/obj/airboom(M.loc)
damage*=1+0.2*tier51
M.disabled(src,0.5*tier21)
if(clan=="Kaguya"&&tier43)
hp+=damage*(0.04+0.04*tier43)
new/obj/heal(loc)
if(hp>maxhp)hp=maxhp
mybar:updatebar()
if(weapon==/obj/kusanagi)
damage+=((kusan-1)*pow*0.05)+((kusan-1)*apow*0.05)
if(M.venom)damage+=maxhp*0.005*tier11
kusan=1
relentless=0
relentless(0)
M.cursed(src,damage)
if(tier63)
damage+=(M.maxhp-M.hp)*0.015*tier63
//
if(weapon&&clan=="Iron")M.poisoned(src)
if(damage<5)damage=5
M.damage(damage,C)
if(stance=="Rapid Palms")
rapidpalmstack()
if(tier43)
M.bleedtotal+=damage*0.015*tier43
if(!M.hyuugableed)
M.hyuugableed=4
new/obj/statuspop/internalbleeding(M.loc)
spawn()if(M)M.hyuugableed(src)
else
M.hyuugableed=4
if(!M.intut&&!intut)
for(var/obj/Safe_Zone/M2 in loc)goto zkip
if(M.npc==0)if(damage>=10)exp(2)
zkip
if(weapon==/obj/redkatana)
new/obj/ghostevil(M.loc)
hp-=maxhp/5
M.hp+=maxhp/5
if(M.hp>=M.maxhp)M.hp=M.maxhp
if(C)
new/obj/crater(M.loc)
if(clan=="Yuki"&&tier22&&tier33)
M.snared(30,3)
if(clan=="Hyuuga"&&tier21)
M.disabled(src,2*0.5*tier21)
if(stance=="Precise Striking"&&tier63)mountainpalm(M)
else
if(clan=="Hyuuga"&&tier21)
M.disabled(src,0.5*tier21)
if(M)
if(clan=="Hyuuga"&&tier11)
M.disruption(tier11*28,dir,tier11)
if(clan=="Kaguya"&&tier13&&!M.kagcleave)
new/obj/statuspop/cleave(M.loc)
spawn()if(M)M.bleedingkag(src)
if(stance=="Chakra Scalpel")
new/obj/statuspop/cleave(M.loc)
spawn()if(M)M.bleeding2(1+tier21,pow*0.1,src)
if(M)M.death(usr)
switch(hityes)
if(0)
soundeff(pick('dodge.wav','dodge2.wav','dodge3.wav','dodge4.wav','dodge5.wav','dodge6.wav'),25,1)
if(1)
soundeff(pick('punch.wav','punch2.wav','punch3.wav'),40,1)
if(2)
soundeff(pick('crithit.wav','crithit2.wav','crithit3.wav','crithit4.wav','crithit5.wav'),40,1)
if(3)
soundeff(pick('slash.wav','slash2.wav','slash3.wav','slash4.wav','slash1.wav'),35,1)
disruption(var/timer,var/cdir,var/disrupted)
var/obj/g=new/obj/disruption(loc)
g.dir=cdir
if(disruptiondelay==0)
if(client)
var/obj/statuseffect/t=new/obj/statuseffect/disruption
t.screen_loc="4,7"
client.screen+=t
disruptiondelay++
disruption=disrupted
spawn(timer)
disruptiondelay--
if(disruptiondelay<=0)
disruption=0
if(client)
for(var/obj/statuseffect/disruption/G in client.screen)
del G
disablecheck()
disabletime++
spawn(60)
disabletime--
if(disabletime<=0)
disabletime=0
if(disabled>0)
disabled=0
disableov()
disabled(mob/M,var/stacks=1)
if(disabledelay)return
if(!M)return
if(M==src||aff==M.aff)return
disabled+=stacks
if(disabled>=10)
disabled=0
disabledelay=1
disablecheck()
stun(14)
new/obj/statuspop/disabled(loc)
if(M.tier42)
M.hp+=M.maxhp*0.02*M.tier42
M.cha+=M.maxcha*0.02*M.tier42
new/obj/chakratransfer(M.loc)
forceupdate()
ovcheck()
spawn(140)
disabledelay=0
overlays-=/obj/disabledelay
forceupdate()
disableov()

fanattack()
flick("attack",src)
spawn(25/(attackdelay/100))attacking=0
spawn(1)
var/Tx=new/obj/fanwind(loc)
var/T2=new/obj/fanwind(loc)
var/T3=new/obj/fanwind(loc)
Tx:owner=src
T2:owner=src
T3:owner=src
var/dir1=dir
var/dir2=WEST
var/dir3=EAST
if(dir==EAST||dir==WEST)
dir2=NORTH
dir3=SOUTH
step(Tx,dir1)
step(T2,dir1)
step(T3,dir1)
spawn(1)
if(Tx)step(Tx,dir1)
if(T2)step(T2,dir1)
if(T3)step(T3,dir1)
if(T2)step(T2,dir2)
if(T3)step(T3,dir3)
if(T2)T2:dir=dir1
if(T3)T3:dir=dir1
spawn(2)
if(Tx)step(Tx,dir1)
if(T2)step(T2,dir1)
if(T3)step(T3,dir1)
spawn(7)
if(Tx)del Tx
if(T2)del T2
if(T3)del T3
hyugdelay(var/D)
hyugdelay=1
spawn(D*1.4)
hyugdelay=0
throw()
if(npc==4&&GM<3||!initialized) return
if(mask==/obj/spiralmask&&GM==3)
stepback(5)
#830<b>>>>>>>>>>>>>>>>>>>></b> return
if(subinvis)
subinvis=0
if(intense<3)intense()
if(npc==4&&GM==3&&!attacking)
var/F=new/obj/heartbomb(loc)
F:owner=src
walk(F,dir)
attacking=1
spawn(5)attacking=0
return
if(ingenin==4)
if(swim||dead||godmode||stun||meditating||resting||attacking||busy=="stun"||caught)return
if(prob(50))flick("attack",src)
else flick("attack",src)
var/L=new/obj/proj/eKunai(loc)
attacking=1
L:owner=usr
walk(L,dir)
spawn(8)attacking=0
else
if(swim||insnake||dead||shield||caught||resting||coffined==1||coffined==2||attacking||imitated||paralysed||clan=="Kaguya"&&level>=35&&energy<10||energy<5)return
if(wpalm)
whirlwindp()
return
if(stance=="Chakra Enhanced Strength")
superpunch()
return
var/throwdelay=15/(attackdelay/100)
if(throwdelay<3)throwdelay=3
soundeff(pick('throw.wav','throw2.wav','throw3.wav'),40,0)
#861<b>>>>>>>>>>>>>>>>>></b>if(clan=="Kaguya"&&level>=35)
energy-=10
eupdatebar()
var/L=new/obj/proj/breakable/bonebullet(loc)
attacking=1
L:owner=usr
L:dir=dir
L:movequick(dir)
if(level<90)spawn(throwdelay)attacking=0
else spawn(throwdelay/1.25)attacking=0
return
if(clan=="Snake"&&tier32)
var/L=new/obj/proj/breakable/snakethrow(loc)
attacking=1
L:owner=usr
L:dir=dir
L:movequick(dir)
var/D=throwdelay*1.25
if(D<2)D=2
spawn(D)attacking=0
return
if(clan=="Yuki"&&level>=2)
flick("attack",src)
var/L=new/obj/proj/breakable/Senbon(loc)
attacking=1
L:owner=usr
L:dir=dir
L:movequick(dir)
var/D=throwdelay/2.2
if(D<2)D=2
spawn(D)attacking=0
return
if(kstoggle=="Kunai"&&jutsutoggle&&clan=="Spider")
if(cha<2)return
cha-=2
var/L=new/obj/proj/breakable/Golden_Spider_Kunai(loc)
attacking=1
if(prob(50))flick("attack",src)
else flick("attack",src)
L:owner=usr
walk(L,dir)
spawn(13)attacking=0
return
if(level>=2&&clan=="Sand")
var/L=new/obj/proj/breakable/sandshuriken(loc)
attacking=1
L:owner=usr
L:movequick(dir)
if(level>=80)
var/L2=new/obj/proj/breakable/sandshuriken(loc)
var/L3=new/obj/proj/breakable/sandshuriken(loc)
L2:dir=dir
L3:dir=dir
if(dir==NORTH||dir==SOUTH)
L2:loc=locate(x+1,y,z)
L3:loc=locate(x-1,y,z)
if(dir==EAST||dir==WEST)
L2:loc=locate(x,y+1,z)
L3:loc=locate(x,y-1,z)
L2:owner=src
L3:owner=src
L2:movequick(dir)
L3:movequick(dir)
spawn((throwdelay+5)*1.5)attacking=0
return
energy-=5
eupdatebar()
if(prob(50))flick("attack",src)
else flick("attack",src)
if(kstoggle=="Shuriken")
var/L=new/obj/proj/breakable/Shuriken(loc)
attacking=1
L:owner=src
walk(L,dir)
spawn(throwdelay)attacking=0
else
var/L=new/obj/proj/breakable/Kunai(loc)
attacking=1
L:owner=src
L:movequick(dir)
spawn(throwdelay+3)attacking=0
rest()
if(resting&&restdef<2)
resting=0
regenupdate()
src<<"<b>You have stopped resting."
spawn(70)
restdef=0
atkdef()
freeze=0
icon_state=""
if(blind)blindrefresh()
return
if(imitation||fernzing||imitated||restdef||paralysed||swim||henge||dead||meditating||caught||moving||stun||freeze||intense||cloaking)
return
var/bed=0
for(var/obj/Furnature/Bed/G in loc)bed=1
if(!bed)
src<<"<b>You sit down and begin resting."
if(!teabag)
for(var/obj/deadbody/F in loc)
teabag=1
medal(1,24)
icon_state="rest"
resting=1
restdef=2
spawn(14)restdef=1
regenupdate()
freeze=1
if(tier42&&clan=="Snake"&&!cansnake)
spawn(42)
if(resting)
cansnake=1
src<<"<center><b><font color=silver>Your snake form is ready."
else
src<<"<b>You close your eyes and start sleeping!"
dir=SOUTH
icon_state=icon(icon,"",SOUTH,2,0)
resting=2
restdef=2
spawn(14)restdef=1
regenupdate()
freeze=1
hide()
if(!initialized)return
if(!cloaking)
if(moving||snared||dead||stun||freeze||stun||busy||sandstormslow||inchunin||attacking)return
if(GM&&gmhosp)
new/obj/tele(loc)
invisibility+=10
cloaking=1
return
for(var/mob/M in oview(8))if(!intut&&M.village!=village||!intut&&M.village=="None")
usr<<"<center>Cloaking in ineffective with enemies around."
return
busy="cloaking"
var/X=loc
var/Y=hp
var/g=new/obj/hideanim(loc)
var/count=10
while(count)
sleep(5)
if(hp<Y||X!=loc)
busy=null
if(g)del g
return
count--
if(Spd<13)
spawn(3)soundeff('dodge6.wav',10,0)
new/obj/cloakingstart(loc)
else
soundeff(pick('puff.wav','puff2.wav','puff3.wav','puff4.wav','puff5.wav'),25,0)
new/obj/smoke(loc)
invisibility+=10
if(intut==10)
intut=11
tutclear()
cloaking=1
busy=null
else
invisibility=1
if(GM&&gmhosp)
new/obj/tele(loc)
cloaking=0
return
if(Spd<13)
soundeff('dodge6.wav',10,0)
new/obj/cloakingend(loc)
else
soundeff(pick('puff.wav','puff2.wav','puff3.wav','puff4.wav','puff5.wav'),25,0)
new/obj/smoke(loc)
if(Spd>=17)
ambush=1
spawn(34)ambush=0
cloaking=0


Best response


...Could you please, for the love of all that is holy mark the lines where the errors are pointing?

Please only show me the function that is relevant to the problem. I didn't want the entire file. I want the whole proc that has the errors in it, and I want the lines where the errors are pointing clearly marked with comments.
check the edit

I gave you the whole proc. didnt give you the whole file. That one comment is the whole proc. If i would have gave the whole file, it would be way longer than that.

lines #830 and #861 is marked.
Found it. You can't name a proc throw() anymore it's a built in keyword now. You'll have to change the name of the throw() command across your entire codebase.

Also, I think that return is tabbed back two spaces too far.
Alright, thank you. Would you happen to know the new name then?
The "new name" is up to you.
Would you happen to know the new name then?

That's something you need to decide.
Ahhh alright, thank you. SOrry for the inconvenience and the misunderstandings