mob
proc
AI()
while(src.owner=="None")
if(src.Attacked==0)
step_rand(src)
sleep(20)
else
if(src.Attacker:Rank2=="Pokemon")
..()
else
spawn(100)
src.Attacker<<"[src] fleed."
del(src)
step_towards(src,src.Attacker)
for(var/mob/M in get_step(src,src.dir))
if(M==src.Attacker)
if(M.Rank2=="Pokemon")
if(src.First==1)
src.MHP=M.MHP
src.HP=M.MHP
src.First=0
var/damage = round(src.Attacker:Attack*2/8)
src.Attacker<<"The Pokemon has done [damage] damage."
src.Attacker:HP -= damage
if(src.Attacker:HP<=0)
src.Attacker:HP=0
src.Attacker<< output("Your Pokemon fainted. Please return it now.","default.BattleInfo")
src.Attacker:overlays+='pokeball2.dmi'
src.Attacker:Faint=1
src.Attacker:Faint2=1
src.Attacker<< output("The enemy Pokemon has fleed.","default.BattleInfo")
del(src)
sleep(10)
src.AI()
else
..()
else
..()
sleep(5)
Problem description:
See, if I catch a Pokemon, it still "flees" after a certain ammount of time, which means it disappears. How can I fix this? Sorry for being so vague. Oh, and by the way, after the Pokemon is caught, owner is changed to usr.key.