Attack(mob/M as mob in oview(1)) //Attack mob within 1 tile.
set category = "Actions"
if (usr.icon_state != "fish" && usr.icon_state != "dance" && usr.icon_state !="jog")
if( M != null ) //if the mob does exist, then attack it
flick("attacking",usr)
flick("attacking",usr)
usr << "You attack [M]!"
M << "You are attacked by [usr]!"
flick("attacked",M)
flick("attacked",M)
flick("attacked",M)
flick("attacked",M)
var/damage = rand(1,10)
view() << "[usr] attacks [M] for [damage] damage!"
M.Health -= damage
M.DeathCheck(usr) //check for death with a proc
else
usr << "You can't attack now!"
Where would I put this part?
Attack(mob/M)
if (attack_time <= world.time) //if delay has passed
//put attack stuff here
attack_time = world.time + delay
I have already 2 "if"s and I am confused about where to put it.
ID:261677
Dec 26 2002, 4:02 pm
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verb
Attack(mob/M as mob in oview(1)) //Attack mob within 1 tile.
set category = "Actions"
if(attack_time <= world.time+delay)
attack_time = world.time + delay
if (usr.icon_state != "fish" && usr.icon_state != "dance" && usr.icon_state !="jog")
if( M != null ) //if the mob does exist, then attack it
flick("attacking",usr)
usr << "You attack [M]!"
M << "You are attacked by [usr]!"
flick("attacked",M)
var/damage = rand(1,10)
view() << "[usr] attacks [M] for [damage] damage!"
M.Health -= damage
M.DeathCheck(usr) //check for death with a proc
else
usr << "You can't attack now!"
Try that, also...you only need to use one flick() proc for one animation, unless you're going to use different animation's.