skill
parent_type = /obj
icon = 'Skills.dmi'
Attack
icon_state = "Attack"
Click()
var/mob/M
if(M in get_step(usr, usr.dir))
usr.Attack(M)
mob/verb
usr.Attack(var/mob/M in get_step(usr, usr.dir))
set category = "Skills"
set popup_menu = 0
if(attdelay || stam < attstam || KOED || train || rest || Deathbox()) return
AttackDelay()
ustats()
M.ustats()
AttackStam()
AttackProcs()
UAMastery()
SMR()
if(M.KOED)
Death(M)
else
DamageU(M)
spawn(attdelayt) attdelay = 0
How do I determine if there is a mob infront of step infront of the char? This just doesn't seem to work.
I know its possible to use for, but won't it use it on every person thats infront of them?
Inside Click() var/mob/M need to be defined. var/mob/M = locate(get_step()) I believe. I can't recall if you can call verbs in this manner, check the reference for the call() proc, please.
Also, you can use for() and just insert break after you call attack.