mob/proc/check()
if(src.type == /mob/Player)
var/fHP = (HP / MaxHP) * 100
var/meterHP
var/fMP = (MP / MaxMP) * 100
var/meterMP
if (fHP < 100&&fHP > 89)
meterHP = 90
else if (fHP == 0)
meterHP = 0
else if (fHP == 100)
meterHP = 100
else if (fHP <= 10&&fHP != 0)
meterHP = 110
else if (fHP > 100)
meterHP = 120
else
meterHP = (round(fHP) - 5)
if (((meterHP / 5) % 2) == 1)
meterHP += 1
meterHP = round(meterHP,10)
for(var/obj/HP/P in client.screen)
P.icon_state = "power_[num2text(meterHP)]"
//check for stat caps
if (src.Strength > 1000000) //max 100 million
src.Strength = 1000000
if (MaxHP > 1000000000) //max 1 billion
MaxHP = 1000000000
if(HP < 0) HP = 0
spawn(1)
//MP meter
if (fMP < 100&&fMP > 89)
meterMP = 90
else if (fMP == 0)
meterMP = 0
else if (fMP == 100)
meterMP = 100
else if (fMP <= 10&&fMP != 0)
meterMP = 110
else if (fMP > 100)
meterMP = 120
else
meterMP = (round(fMP) - 5)
if (((meterMP / 5) % 2) == 1)
meterMP += 1
meterMP = round(meterMP,10)
for(var/obj/MP/XX in client.screen)
XX.icon_state = "ki_[num2text(meterMP)]"
//check for stat caps
if (src.MaxMP > 1000000000) //max 1 billion
src.MaxMP = 1000000000
if(src.MP <= 0)
src.MP = 0
if(src.Custom <= 0)
src.Custom = 0
spawn(1)
//Icon_Clone
for(var/obj/HUD/Icon_Clone/UU in client.screen)
UU.icon = src.icon
UU.icon_state = src.icon_state
Problem description:MP meter continues 00