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