Attack()
flick("Attack",src)
for(var/mob/character/m in get_step(src, dir))
world << m
var/Damage=max(0,src.Str-m.Def)
view(m)<<"[src] hit [m] for [Damage] Damage!"
m.Deathcheck()
Problem description:
thats my basic attack verb, but is it possible to make it so that the character cannot move while using an attack? if it is can someone please show me how?
I would then override Move() to check this variable and stop movement.
Then in that attack verb I would sleep() however long and return the variable back to it's original state so the player may move once more.