//unitdata = new unit(); pos = new vec2(0, 0); state = st_standing; drawstate = c_null; hspd = 0; vspd = 0; returnpos = new vec2(0, 0); dir = DIR.NONE; attacks = 0; attacked = 0; inventory = []; c_addweapon(id, wp.nothing); equippedweapon = noone; waiting = false; targeting = new vec2(0, 0); hitpos = new vec2(0, 0); marked = false; hitting = noone; continuecombat = function(me, them) { //if stamina returnable = true stamina-- return true if them.data.str.val < 0 || me.data.hp.val <= 0 { return false; } if !(attacks-(me.data.spd.val > them.data.spd.val+5)) { //DONT USE FIVE, OR ANY OF THIS attacks++; return true; } return false; } action = { effect: function(me, them) { var guy = instance_create(them.x, them.y, o_damage); guy.hspd = random(3)-1.5; guy.vspd = -random(1)-3; if irandom(99) < (me.data.hit.val) { //add avo them.data.hp.val = min(them.data.hp.val - (me.data.str.val-them.data.def.val), them.data.hp.cap); guy.amount = (me.data.str.val-them.data.def.val); return me.data.str.val; } else { guy.amount = "Miss!"; return 0; } } //animation: new actionanim() } image_speed = .15; hooks = {};