ID:263827
 
Code:
    proc
Finish()
for(var/mob/M in oview(1))
if(usr.x==M.x && usr.y==M.y)
else
if((src.dir==1 && M.y==(src.y+1) && usr.x==M.x) | (src.dir==2 && M.y==(src.y-1) && usr.x==M.x) | (src.dir==8 && M.x==(src.x-1) && usr.y==M.y) | (src.dir==4 && M.x==(src.x+1) && usr.y==M.y) | (src.dir==9 && M.x==(src.x-1) && M.y==(src.y+1)) | (src.dir==6 && M.x==(src.x+1) && M.y==(src.y-1)) | (src.dir==10 && M.x==(src.x-1) && M.y==(src.y-1)) | (src.dir==5 && M.x==(src.x+1) && M.y==(src.y+1)))
if(M.ko = 1)
view(6) << "<b>[src] deals [M] a finishing blow!"
world << "<b>[M] has been killed by [src]!"
M.Death()
else
src << "You can't finish somebody who is not knocked out!"


Problem description: battle.dm:44:error::missing expression


Double click the error and find what's messed up.

When I first look at it, I see your first if() and else are kinda pointless. Then there's the "if(M.ko = 1)" where you're missing an equal sign. Actually, that really long if() could most likely be shortened.
In response to Kaiochao2536
if(M.ko == 1)



That's what it should be.
You need to reduce that whole huge if() statement right there to if(M.loc == get_step(src,dir)). You can also remove the first if() statement.

Hell, you can just change the for() loop to that:

for(var/mob/M in get_step(src,dir))

Then, every M is a valid target.
In response to Howey
Thanks for help, but now I have another problem.

turf
Goku
icon = 'turfs7.dmi'
icon_state = "songoku"
density = 1
Vegeta
icon = 'turfs7.dmi'
icon_state = "vegeta"
density = 1
Piccolo
icon = 'turfs7.dmi'
icon_state = "piccolo"
density = 1
Tien
icon = 'turfs7.dmi'
icon_state = "tien"
density = 1
Yamcha
icon = 'turfs7.dmi'
icon_state = "yamcha"
density = 1
Baby_Gohan
icon = 'turfs7.dmi'
icon_state = "baby gohan"
density = 1
Krillin
icon = 'turfs7.dmi'
icon_state = "krillin"
density =1
Cell
icon = 'turfs7.dmi'
icon_state = "cell"
density = 1
Frieza
icon = 'turfs7.dmi'
icon_state = "frieza"
density = 1
Kami
icon = 'turfs7.dmi'
icon_state = "kami"
density = 1
Bulma
icon = 'turfs7.dmi'
icon_state = "bulma"
density = 1
Chichi
icon = 'turfs7.dmi'
icon_state = "chichi"
density = 1
Nail
icon = 'turfs7.dmi'
icon_state = "nail"
density = 1
Kid_Gohan
icon = 'turfs7.dmi'
icon_state = "kid gohan"
density = 1
Yajirobe
icon = 'turfs7.dmi'
icon_state = "yajirobe"
density = 1
Popo
icon = 'turfs7.dmi'
icon_state = "popo"
density = 1
Kame
icon = 'turfs7.dmi'
icon_state = "kame"
density = 1
Korin
icon = 'turfs7.dmi'
icon_state = "korin"
density = 1
Dende
icon = 'turfs7.dmi'
icon_state = "dende"
density = 1
Radditz
icon = 'turfs7.dmi'
icon_state = "radditz"
density = 1
Ginyu
icon = 'turfs7.dmi'
icon_state = "ginyu"
density = 1
Reecome
icon = 'turfs7.dmi'
icon_state = "reecome"
density = 1
Goten
icon = 'turfs7.dmi'
icon_state = "goten"
density = 1
Teen_Gohan
icon = 'turfs7.dmi'
icon_state = "teen gohan"
density = 1
Zarbon
icon = 'turfs7.dmi'
icon_state = "zarbon"
density = 1
Nappa
icon = 'turfs7.dmi'
icon_state = "nappa"
density = 1
Dodoria
icon = 'turfs7.dmi'
icon_state = "dodoria"
density = 1
Guldo
icon = 'turfs7.dmi'
icon_state = "guldo"
density = 1
Burter
icon = 'turfs7.dmi'
icon_state = "burter"
density = 1
Jeice
icon = 'turfs7.dmi'
icon_state = "jeice"
density = 1
Android16
icon = 'turfs7.dmi'
icon_state = "android16"
density = 1
Android17
icon = 'turfs7.dmi'
icon_state = "android17"
density = 1
Android18
icon = 'turfs7.dmi'
icon_state = "android18"
density = 1
Adult_Gohan
icon = 'turfs7.dmi'
icon_state = "adult gohan"
density = 1
Future_Trunks
icon = 'turfs7.dmi'
icon_state = "ftrunks"
density = 1
Hercule
icon = 'turfs7.dmi'
icon_state = "hercule"
density = 1
Android19
icon = 'turfs7.dmi'
icon_state = "android19"
density = 1
Android20
icon = 'turfs7.dmi'
icon_state = "android20"
density = 1
Bardock
icon = 'turfs7.dmi'
icon_state = "bardock"
density = 1
Celipa
icon = 'turfs7.dmi'
icon_state = "celipa"
density = 1
Cooler
icon = 'turfs7.dmi'
icon_state = "cooler"
density = 1
King_Vegeta
icon = 'turfs7.dmi'
icon_state = "kvegeta"
density = 1
Brolly
icon = 'turfs7.dmi'
icon_state = "brolly"
density = 1
Buu
icon = 'turfs7.dmi'
icon_state = "buu"
density = 1
Trunks
icon = 'turfs7.dmi'
icon_state = "trunks"
density = 1
Babidi
icon = 'turfs7.dmi'
icon_state = "babidi"
density = 1
Videl
icon = 'turfs7.dmi'
icon_state = "videl"
density = 1
Kaioshin
icon = 'turfs7.dmi'
icon_state = "kaioshin"
density = 1
Kibito
icon = 'turfs7.dmi'
icon_state = "kibito"
density = 1
Pui_Pui
icon = 'turfs7.dmi'
icon_state = "puipui"
density = 1
Yakon
icon = 'turfs7.dmi'
icon_state = "yakon"
density = 1
Yamu
icon = 'turfs7.dmi'
icon_state = "yamu"
density = 1
Spopovitch
icon = 'turfs7.dmi'
icon_state = "spopovitch"
density = 1
Chaozu
icon = 'turfs7.dmi'
icon_state = "chaozu"
density = 1
King_Kai
icon = 'turfs7.dmi'
icon_state = "kaio"
density = 1
Dabura
icon = 'turfs7.dmi'
icon_state = "dabura"
density = 1
Disabled
icon = 'turfs7.dmi'
icon_state = "disabled"
density = 1
layer = 3


When I put this in Character.dm, I receive:
Characters.dm:5: unexpected character (ascii 1)
Characters.dm:5: unexpected character (ascii -2)
Characters.dm:9: Inconsistent indentation.
Characters.dm:13: Inconsistent indentation.
Characters.dm:17: unexpected character (ascii 1)
Characters.dm:17: unexpected character (ascii -2)
Characters.dm:21: Inconsistent indentation.
Characters.dm:25: Inconsistent indentation.
Characters.dm:29: Inconsistent indentation.
Characters.dm:33: unexpected character (ascii 1)
Characters.dm:33: unexpected character (ascii -2)
Characters.dm:37: Inconsistent indentation.
Characters.dm:41: unexpected character (ascii 1)
Characters.dm:41: unexpected character (ascii -2)
Characters.dm:45: Inconsistent indentation.
Characters.dm:49: Inconsistent indentation.
Characters.dm:53: unexpected character (ascii 1)
Characters.dm:53: unexpected character (ascii -2)
Characters.dm:57: Inconsistent indentation.
Characters.dm:61: Inconsistent indentation.
Characters.dm:65: unexpected character (ascii 1)
Characters.dm:65: unexpected character (ascii -2)
Characters.dm:69: unexpected character (ascii 1)
Characters.dm:69: unexpected character (ascii -2)
Characters.dm:73: Inconsistent indentation.
Characters.dm:77: Inconsistent indentation.
Characters.dm:81: Inconsistent indentation.
Characters.dm:85: Inconsistent indentation.
Characters.dm:89: Inconsistent indentation.
Characters.dm:93: Inconsistent indentation.
Characters.dm:97: Inconsistent indentation.
Characters.dm:101: Inconsistent indentation.
Characters.dm:105: Inconsistent indentation.
Characters.dm:109: Inconsistent indentation.
Characters.dm:113: Inconsistent indentation.
Characters.dm:117: Inconsistent indentation.
Characters.dm:121: Inconsistent indentation.
Characters.dm:125: Inconsistent indentation.
Characters.dm:129: Inconsistent indentation.
Characters.dm:133: Inconsistent indentation.
Characters.dm:137: Inconsistent indentation.
Characters.dm:141: Inconsistent indentation.
Characters.dm:145: Inconsistent indentation.
Characters.dm:149: Inconsistent indentation.
Characters.dm:153: Inconsistent indentation.
Characters.dm:157: Inconsistent indentation.
Characters.dm:161: Inconsistent indentation.
Characters.dm:165: Inconsistent indentation.
Characters.dm:169: Inconsistent indentation.
Characters.dm:173: Inconsistent indentation.
Characters.dm:177: Inconsistent indentation.
Characters.dm:181: Inconsistent indentation.
Characters.dm:185: Inconsistent indentation.
Characters.dm:189: Inconsistent indentation.
Characters.dm:193: Inconsistent indentation.
Characters.dm:197: Inconsistent indentation.
Characters.dm:201: Inconsistent indentation.
Characters.dm:205: Inconsistent indentation.
Characters.dm:209: unexpected character (ascii 1)
Characters.dm:209: unexpected character (ascii -2)
Characters.dm:213: Inconsistent indentation.
Characters.dm:217: Inconsistent indentation.
Characters.dm:221: Inconsistent indentation.
Characters.dm:225: Inconsistent indentation.
Characters.dm:229: Inconsistent indentation.


I'm not sure what's wrong, as it seems fine to me...
In response to Mai Shira
bump
Fixing a problem you didn't asked to be fixed:
you can change the line that has
if((src.dir==1....

to...
if(M in get_step(src,src.dir)


In response to Mai Shira
wow is that a dragonball rebirth? i can give you that finish code im gonna upload db rebirth and NSB after my net is fixed so i can delete it from my comp.
In response to LastTroubadour
proc
Finish()
for(var/mob/M in oview(1))
if(usr.x==M.x && usr.y==M.y)
else
if((src.dir==1 && M.y==(src.y+1) && usr.x==M.x) | (src.dir==2 && M.y==(src.y-1) && usr.x==M.x) | (src.dir==8 && M.x==(src.x-1) && usr.y==M.y) | (src.dir==4 && M.x==(src.x+1) && usr.y==M.y) | (src.dir==9 && M.x==(src.x-1) && M.y==(src.y+1)) | (src.dir==6 && M.x==(src.x+1) && M.y==(src.y-1)) | (src.dir==10 && M.x==(src.x-1) && M.y==(src.y-1)) | (src.dir==5 && M.x==(src.x+1) && M.y==(src.y+1)))
if(M.ko == 1)
view(6) << "[src] deals [M] a finishing blow!"
world << "
[M] has been killed by [src]!"
M.Death()
else
src << "You can't finish somebody who is not knocked out!"