obj
Spar_Partner
icon='turf.dmi'
icon_state="spar"
density = 1
name = "Sparring Partner"
verb
Train()
set category = "Temp"
set src in oview (1)
var/mob/players/M
for(M in get_step(src,src.dir))
if(!M.training)
if(M.level<=4)
M << "You begin to spar."
M << sound("38.mid",0)
sleep(3)
M.training = 1
step(M,EAST)
M.dir = NORTH
step(src,WEST)
sleep(10)
step(M,WEST)
M.dir = NORTH
step(src,EAST)
sleep(10)
step(M,WEST)
M.dir = NORTH
step(src,EAST)
sleep(10)
step(M,EAST)
M.dir = NORTH
step(src,WEST)
sleep(10)
step(M,SOUTH)
M.dir = NORTH
step(src,NORTH)
sleep(10)
step(M,NORTH)
sleep(5)
step(src,SOUTH)
sleep(5)
M << pick (
prob(25)
"George pants, <font color=red>That was..*Pant*..very good.",
prob(25)
"George smirks, <font color=red>You're very weak for your appearance.",
prob(10)
"George gasps, <font color=red>I'M DYING, HELLLPPP!</font> After stumbling around, he bursts out laughing, pointing at you.",
prob(30)
"George stares, <font color=red>Wow, your skills are AMAZING!",
)
M.exp += 1
M.CheckLevel()
M.training = 0
sleep(3)
M << sound("27.mid",0)
else
M << "You are too high leveled to train with George!"
Problem description: You can move yourself when the step procs are working themselves and for some reason, if you make a macro for Train and hold it down, you can initiate the verb a total of 3 times. I'm wanting it to where M can't move while the step procs are working, and I'd like the macro problem to be fixed. If it isn't too much trouble, though, I'd like a good calculation for the exp gain for this, when the exp calculation for leveling is:
src.expneeded+=round(13*(src.level*src.level))