ID:139410   Jan 19 2011, 3:53 am Code: ```Evergreentree1 name="Evergreen Tree" icon = 'Turfs2.dmi' icon_state = "305" density = 1 verb Cut() set category="Commands" set src in oview(2) var/mob/players/M M=usr var/obj/Woodcutting/axes/Ironaxe=locate(/obj/Woodcutting/axes/Ironaxe)in usr.contents if(Ironaxe) if(!usr.Doing) if(M.Fatique>=5) if(M.tired==0) usr<<"You start cutting the tree." usr.Doing=1 M.FatiqueActivate() if(M.woodcuttinglevel>=1) if(prob(20)) var/obj/Logs/Evergeenlog/temp_pot = new() temp_pot.ShopGet(usr,temp_pot,1) M.wexp+=5 M<<"You cut a piece of wood!" WoodcuttingCheck() usr.Doing=0 else NoCut()mob proc Fatique() var/mob/players/M M=usr if(M.fatiquestop==0) if(usr.Doing==1) M.Fatique-=1 sleep(10+M.adventurelevel) if(M.Fatique>=5) Fatique() else M<<"You're too tired to cut right now, rest please." M.tired=1 FatiqueActivate() var/mob/players/M M=usr M.fatiquestop=0 if(M.fatiqueclock==0) Fatiqueclock() else Fatique() Fatiqueclock() var/mob/players/M M=usr M.fatiqueclock=1 FatiqueActivate() sleep(50) M.fatiquestop=1 ``` Problem description: The idea is that when a player is cutting the tree his fatique goes down by 1 every .. time. Now i coded the whole think but the problem is de fatique the fatique does go down but the rest of the code wont follow it stays with decreasing fatique. I hope this is explained correctly if you have a question about it reply pls ill watch this topic closely
 <-> Jan 19 2011, 4:49 am The problem is that FatigueActivate() must complete before Cut() can finish. If you added "spawn() " before FatigueActivate(), that would make it work properly (well, more properly, it looks like you might be doing the same thing in your fatigue proc). Also, instead of checking if a value is 1, you can just use if(var), which will check if the value is true (any value except 0, null, or ""). Conversely, instead of checking if a value is 0, you can use if(!var) to see if var is false (0, "", or null). Of course, this doesn't usually work if you're using more than 0 and 1 for values, but I think you'd be good here.
 <-> Jan 19 2011, 4:58 am In response to Jeff8500 It worked thank you very much! The only think what was missing was the spawn(), really thank you alot!