mob/Monster/wolf
icon = 'monsters.dmi'
icon_state = "Wolf"
HP = 25
Power = 7
expplus = 7
mob/Monster/Dwarf
icon = 'monsters.dmi'
icon_state = "Dwarf"
HP = 27
Power = 9
expplus = 9
var/tmp/GetItems
var/mob/player/P
New()
. = ..()
spawn()
Wander()
proc/Wander()
while(src)
var/Found = FALSE
for(P in oview(5,src))
step_towards(src,P)
Found = TRUE
break
if(Found != TRUE)
step_rand(src)
sleep(10)
sleep(5)
Bump(mob/M)
if(istype(M,/mob/player))
Attack2(M)
proc/Attack2(mob/M)
flick("attack",src)
sleep(2)
var/damage = rand(1,Power)
M.HP -= damage
view(src) << "[src] attacks [M]!"
view(src) << "[damage] damage!"
M.Death()
mob
proc
Death(mob/Monster/Dwarf,mob/Monster/Wolf)
if(src.type == /mob/player)
PlayerDie()
else
if(src.HP <= 0)
range() << "[src] has been killed by [usr]!!"
src.overlays -= 'Etc.dmi'
del(src)
PlayerDie(mob/player)
if(src.HP <= 0)
view() << "[src] died!"
src.loc = locate(2,5,1)
src.HP = MaxHP
src.MP = MaxMP
mob
proc
Check(mob/player/M)
if(usr.Exp>=usr.ExpNeed)
usr.LevelUp()
mob/player
verb// Verbs are like the players commands, like say, attack, etc.
Attack()//The Attack verb. Attacks a mob in view.
for(var/mob/M in get_step(src,src.dir))//If anybody is right next to them...
var/damage = rand(1,Power)// The Damage is between 1 and the players power.
src << "You attack [M] for [damage] damage!!"// Tell you how much damage you did.
M << "[src] attack you for [damage]!!!"// Tell the person who you attacked how much damage they got.
M.HP -= damage// Takes Hp away.
M.Death()//Calls the Death Proc, which checks if the player is dead.
src.Check()
Problem description:can some one help me with this for some reason even with the adice alot of ppl gave me or what thay said fix wich i did im still geting the monsters death proc with mobs
mob
proc
Death(mob/Monster/Dwarf,mob/Monster/Wolf)
if(src==usr)//this is the part i would suggest, seeing if the src is a usr
PlayerDie()
else
if(src.HP <= 0)
range() << "[src] has been killed by [usr]!!"
src.overlays -= 'Etc.dmi'
del(src)