mob/proc/AIAttack()
if(usr.Attacking) return
usr.Attacking=1
flick("Attack",usr)
for(var/mob/Player/M in get_step(usr,usr.dir))
var/Damage=round((usr.Mana/usr.Str)-(M.Mana/M.Def))
var/CritDmgPct=round(Damage*usr.CritDmg)
M<<"[usr] damaged [M] for [Damage]!"
if(prob(usr.CritRate))
Damage*=CritDmgPct
M<<"[usr] critical damaged [M] for [Damage]!"
spawn(usr.AttkSpd) if(usr)
usr.Attacking=0
M.Death()
This code it's outputing both normal damage and critical damage.. Where's my mistake ? Thank you for future replies.