mob/verb/Melee(mob/male/M as mob in oview(1))
set category = "Actions"
if(istype(M,/mob/NPCs/))
return 0
else
var/damage = round(src.Taijutsu - M.Defense+rand(1,5))
if(src.doing==0)
if(damage <= 0)
src.doing=1
src<<"You start attacking [M]"
flick(pick("punch","kick"),usr)
sleep(5)
M<<"[src] starts pummeling you"
sleep(1)
M << "You easily dodge [src]'s attack."
M.icon_state="kawarimi"
sleep(6)
src<<"[M] easliy dodges your attack."
M.icon_state=""
sleep(1)
src.doing=0
else
if(src.doing==0)
src.doing=1
src<<"You start pummeling [M]"
flick(pick("punch","kick"),usr)
sleep(5)
M<<"[src] starts pummeling you!"
M.hp -= damage
view() << "[src] attacks [M] for [damage] damage!"
src.doing=0
M.DeathCheck()
mob/proc/DeathCheck(mob/M)
if(M.client)
if(M.hp<=0)
M.locked=0
M.Levelsystem()
M.blood()
Move()
M.icon_state="tired"
runtime error: Cannot read null.client
proc name: DeathCheck (/mob/proc/DeathCheck)
usr: Aburame Propylparaben (/mob/male)
src: Aburame Propylparaben (/mob/male)
call stack:
Aburame Propylparaben (/mob/male): DeathCheck(null)
Aburame Propylparaben (/mob/male): Melee(the male (/mob/male))
Problem description:
The DeathCheck() gets a runtime, and i'm not sure why...
<code>src.Deathcheck(M)</code>