mob
Golem
icon = 'Monster.dmi'
icon_state="golem"
gold = 20
HP = 100
MHP = 100
player = 0
Str = 17
Expg = 18
level = 10
monster = 1
PK = 1
NPC = 0
New()
. = ..()
spawn()
Wander()
proc/Wander(var/mob/You/P)
while(src)
if(P in oview(5))
step_towards(src,P)
for(P in oview(1))
break
for(P in oview(2))
break
for(P in oview(3))
break
for(P in oview(4))
break
else
step_rand(src)
sleep(5)
for(P in oview(5))
break
sleep(5)
spawn(5)
Wander()
Bump(mob/M)
if(M.player == 1)
Fight(M)
else
return
proc/Fight()
for(var/mob/E in get_step(usr,usr.dir))
var/damage = src.Str
E.HP -= damage
E << "[src] attacks you for [damage] damage!!"
src<<"You attack [E] for [damage] damage!!"
UserDcheck(E)<dm>
ID:262094
![]() Aug 30 2004, 10:38 am
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is there a way I can make it so that the monster still attacks back but doesn't wander?
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![]() Aug 30 2004, 11:11 am
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All I did was turn the step_rand into a comment that wa it is excluded.
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Two main problems:
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