proc
Deathcheck()
if(src.hp<=0)
view()<<"[src] dies!"
src.deaths += 1
src.Move (locate(1,1,1))
and
mob
verb
Attack(mob/M)
set src in oview(1)
statpanel("Skills")
var/damage = usr.str - (M.defense / 1.5)
if(damage<=0)
usr<<"[M] dodges the attack!"
else
M.hp -= damage
if(M.hp<=0)
usr.kills += 1
view()<<"[usr] attacks [M] for [damage] HP!"
M:Deathcheck()
turf
var/race
grass
icon = 'icons.dmi'
icon_state = "grass"
race = "Temp"
race = "Fin"
race = "Krasj"
race = "Mor"
water
icon = 'icons.dmi'
icon_state = "water"
race = "Fin"
race = "Mor"
mob/characters/Temprion
str=15
hp = 50
maxhp = 50
defense = 3
gold = 0
exp = 0
maxexp = 40
level = 1
mana = 2
maxmana = 2
energy = 100
race = "Temp"
mob/characters/Morkron
str=4
hp = 40
maxhp = 40
defense = 7
gold = 0
exp = 0
maxexp = 40
level = 1
mana = 30
maxmana = 30
energy = 100
race = "Mor"
mob/characters/Finity
str=7
hp = 45
maxhp = 45
defense = 5
gold = 50
exp = 0
maxexp = 40
level = 1
mana = 15
maxmana = 15
energy = 100
race = "Fin"
mob/characters/Krasj
hp = 5
maxhp = 5
str=12
defense = 12
gold = 0
exp = 0
maxexp = 40
level = 1
mana = 1
maxmana = 1
energy = 100
race = "Krasj"
mob
var/race
Problem description:1. How do I make it, in the Deathcheck, when the src==M it respawns location it spawned at in the beginning of the game?
2.Also, how do I make attack a vebr you constantly have, but make it only useable when facing a mob? (Removing the oview(1) just lets the user attack any mob from anywhere
3. Plain doesnt work, everyone can walk on everything...
PS: Sorry for the so many question, I'm getting into byond coding :| (finally -.-)
B - The section that goes:
just doesn't make any sense.