// This is my mob
mob/Enemies
Punching_Bag_Str
icon='Training.dmi'
Level=1
ExpStr=150
Max_Health=100
Strength=0
Speed=0
Will_Power=0
Endureance=0
Stamina=0
Arm=0
// This is my attack system....
mob/verb
Left_Punch()
flick("PunchLeft",src)
for(var/mob/M in get_step(src,src.dir))
var/Damage=max(0,(src.Attack/2)-M.Arm)
view(M)<<"[src] hit [M] for [Damage] Damage!"
M.TakeDamage(Damage,src)
mob
proc
TakeDamage(var/Damage,var/mob/Attacker)
src.Health-=Damage
src.DeathCheck(Attacker)
DeathCheck(var/mob/Killer)
if(src.Health<=1)
if(src.client)
world<<"[Killer] Killed [src]!"
src.Health=src.Max_Health
src.loc=locate(5,5,1)
else
Killer<<"<b>You Killed [src] and you get [src.ExpStr] Strength Exp, [src.ExpSpd] Speed Exp, [src.ExpSta] Sta Exp, [src.ExpWp] Will Power Exp, [src.ExpEnd] Endureance Exp"
Killer.ExpStr+=src.ExpStr
Killer.ExpSpd+=src.ExpSpd
Killer.ExpSta+=src.ExpSta
Killer.ExpWp+=src.ExpWp
Killer.ExpEnd+=src.ExpEnd
Killer.LevelCheckStr()
Killer.LevelCheckSpd()
Killer.LevelCheckSta()
Killer.LevelCheckWp()
Killer.LevelCheckEnd()
del src
Problem description: I want know if is possible if i can make a mob what gives experience every time when is hitted.
What? Well, whatever that means, it is possible.
Tip: You'd like to have a proc for giving exp instead of your level checkers.