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eW | Tag Mismatch on return


  
 
 
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iBrazilian
Senior Member
Join Date: May 2011
Old 07-22-2013 , 19:28   eW | Tag Mismatch on return
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I'm getting the following error Tag Mismatch on return SKILL_READY or return SKILL_USED:

// pokemon/skills/grass.inl(24) : warning 213: tag mismatch
// pokemon/skills/grass.inl(33) : warning 213: tag mismatch
// pokemon/skills/grass.inl(35) : warning 213: tag mismatch

This is what function inside grass .inl
Code:
SKILL:Absorb(id, skill, prop)
 {
    new victim = PokeSkillTarget(id)

    if( !ValidPlayer(victim) || !Pokemod_Alive(victim) )
        return SKILL_READY;

    new armor = get_user_armor(victim)
    new level = SkillLevel(id, skill)
    new totake = (armor*level)/(TotalLevels+1)

    if(level<armor)
        clamp(totake, level, armor)
    else
        totake = armor

    Pokemod_Repair(id, totake)
    set_user_armor(victim, armor-totake)

    sound_hit(id)
    sound_hit(victim)

    MakeLine_Ent(0,id,victim,SPRITE_INDEX[SPR_ROPE],1,1,10,5,10,0,255,200,255,0)
    return SKILL_USED;
 }

SKILL:Acid(id, skill, prop)
 {
    new victim = PokeSkillTarget(id);
    if( ValidPlayer(victim) && Pokemod_Alive(victim) && MaxSkillChance(id,skill,50) && !g_Status[victim][STATUS_POISON] ){
        ApplyStatus( id, victim, STATUS_POISON, get_ppcvar_float(pm_poisontime) )
        MakeLine_Ent(0,id,victim,SPRITE_INDEX[SPR_ARBOK],1,1,5,20,0, 0,200,150, 100, 0)
        return SKILL_USED;
    }
    return SKILL_READY;
 }
Code:
#include "skills/grass.inl"

enum POKESKILL
{
    SKILL_ABSORB,
    SKILL_ACID
};

stock DelayedCallSkill(Float:time, id, skill, prop)
{
    new parm[3];
    parm[0] = id;
    POKESKILL:parm[1] = POKESKILL:skill;
    parm[2] = prop;
    set_task(time, "task_CallSkill", SKILLCALL_TASK + (skill * MAX_PLAYERS) + id, parm, 3);
}

public task_CallSkill( parm[] ){
    for ( new POKESKILL:skill; skill < POKESKILL; skill++ ){
        CallSkill( parm[0], parm[1], parm[2] );
    }
}

CallSkill( id, skill, prop )
{
    if( ValidPlayer(id) && ValidSkill(skill) )
    {
        
        new SKILL:iSkillReturn;

        switch( skill )
        {
            case SKILL_ABSORB:                   iSkillReturn = Absorb( id, skill, prop );
            case SKILL_ACID:                     iSkillReturn = Acid ( id, skill, prop );
        }
    
        switch ( iSkillReturn )
        {
            case SKILL_USED:
            {
                if( prop & SI_BIND )
                    bind_used( id, skill );
                else {
                    #if ONE_SKILL_USE == 0
                    parm[0] = id;
                    parm[1] = skill;
                    set_task(0.0, "delayed_bind_used", 0, parm, 2);
                    #else
                        bind_used( id, skill );
                    #endif
                }
                return true;
            }
        }
    }
    return false;
}
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