obj
var
str = 0
def = 0
owner
paw
icon = 'skills.dmi'
icon_state = "paw"
density = 1
Bump(mob/M)
var/mob/A = src.owner
var/dam = (src.str) - (M.def + M.agi + M.ryku)
if(dam <= 0)
dam = 1
src.Damage(M,A,dam)
sleep(1)
del(src)
obj
proc
Death(mob/M,mob/B)
world << output("PEEP","SM")
if(M.npc)
if(M.hp <= 0)
M.hp = M.mhp
M.loc = locate(M.orgx,M.orgy,M.orgz)
if(M.hp <= 0)
M << output("You died by the hands of [B]!","SM")
M.hp = M.mhp
M.en = M.men
M.spi = M.mspi
spawn() M.spawner()
B << output("You killed [M]")
if(B.pirate)
if(M.marine)
B.bounty += M.level * 10
if(M.pirate)
B.bounty += M.level * 5
else
B.bounty += M.level * 2
if(B.marine)
if(M.pirate)
B.bounty += M.level * 10
if(M.marine)
B.bounty -= M.level * 5
else
B.bounty -= M.level * 2
for(var/mob/C in world)
if(C.npc)
continue
if(C.power == "Hawkins")
if(M in C.Basils)
C.Basils -= M
Damage(mob/M,mob/B,var/dam)
if(M.npc)
src.Death(M,B)
return
if(M.dtype == "Logia")
if(M.protect)
oview(src,8) << output("[B]'s attack went trough [M]!","chat")
del(src)
return
else
oview(src,8) << output("[M] was hit by [B]'s [src]!","chat")
M.hp -= dam
spawn() src.Death(M,B)
del(src)
return
if(M.power == "Hawkins")
if(M.Basils.len > 0)
for(var/mob/C in world)
if(C in C.Basils)
C.hp -= dam
spawn() C.Health_Bar()
C << output("You take damage from an unknown source","SM")
src.Death(C,B)
else
continue
M.hp -= dam
spawn() M.Health_Bar()
M << output("You take damage from [B]'s [src]","SM")
src.Death(M,B)
else
M.hp -= dam
spawn() M.Health_Bar()
M << output("You take damage from [B]'s [src]","SM")
src.Death(M,B)
else
if(M.tekkai == 1)
var/defi = M.def + M.defb
if(defi >= B.str * 1.5)
M << output("You blocked the attack with Tekkai!","SM")
B << output("You were unable to do damage!","SM")
if(defi < B.str * 1.5)
var/newdam = (dam/ 2)
M.hp -= newdam
spawn() M.Health_Bar()
M << output("You managed to reduce the damage!","SM")
B << output("Some of the damage on [M] was blocked!","SM")
src.Death(M,B)
if(defi < B.str )
M.hp -= dam
spawn() M.Health_Bar()
oview(src,8) << output("[M] was hit by [B]'s [src]!","chat")
src.Death(M,B)
else
M.hp -= dam
spawn() M.Health_Bar()
oview(src,8) << output("[M] was hit by [B]'s [src]!","chat")
src.Death(M,B)
return
Problem description: Basically my mind goes away every time i try to think of ways to make damage dealt by "objects" run trough the normal damage/death procs. My solution was to make two seperate procs for objects and run it through there.
Well, the rough output of the procs works, but i fail to but through the player using the "attacks" to the very end of it all. i.e(error: cannot read null.pirate). Now any solution to my problem is good, and if it can't be done the way i am attempting to do it, say so! and suggest alternatives.