proc
DeathCheck()
if(src.HP<=0)
world << "[src] died."
usr.Exp+=src.Exp
LevelCheck()
if(src.client)
src.loc = locate(11,6,3)
src.HP = src.MaxHP
else
del (src)
LevelCheck()
if (usr.Exp <= usr.Nexp)
usr << "Level up"
usr.Nexp += 100
usr.Exp = 0
Attack(mob/M as mob in oview(1))
var/damage = usr.Str - M.Def
if(damage <= 0)
usr << "[M] Is to strong!!!"
M << "You are surperior to [usr]'s attack."
else
M.HP -= damage
view() << "[usr] attacks [M] for [damage] HP!"
M:DeathCheck()
Problem description:when i kill something i get my nexp added to my exp making me level up everytime it dies, how would i make the enemy exp be added to mine rather than what it is now,also my character attacks, but doesn't use the attacking animation, how would i change the attack verb to show that animation.
flick("icon state here",src)
So that would be:
And why do you check if the mobs Nexp variable is higher than it's Exp variable? Shouldn't it be the other way around?