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- if(start=1){
- if(spd = 0){
- //Left character attacks
- if(t = time1){
- //check for Prevail and apply the levels
- if(skillAPrevail = 1){
- multPrevailAtk = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillBPrevail = 1){
- multPrevailDef = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- activateFlurry = 0
- activateFerocity = 0
- activateMiss = 0
- //roll for flurry, if active
- if(skillAFlurry = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFlurry) - bonusA){activateFlurry = 1}
- }
- if(activateFlurry = 1){
- //flurry roll succeeds
- time2 += atkTime
- time3 += atkTime
- time4 += atkTime
- time5 += atkTime
- }
- //roll for ferocity
- if(skillAFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- //calculate effective Atk/Def
- atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
- defB = floor(baseDefB * multPrevailDef)
- multFerocity = 1
- damage = atkA - defB
- //check for miss
- effHit = baseHitA - baseEvadeB
- /* if(effHit < 1){effHit = 1}
- if(effHit > 100){effHit = 100}
- roll = irandom_range(1,100)
- if(roll >= 101-effHit){
- //damage is dealt*/
- HPB = HPB - damage
- active = nameA
- //}else{activateMiss = 1}
- }
- if(activateFlurry = 1){
- if(t = time1 + atkTime){
- //check for prevail and apply the multiplicators for the respective levels
- if(skillAPrevail = 1){
- multPrevailAtk = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillBPrevail = 1){
- multPrevailDef = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- //second flurry attack
- //roll for ferocity
- activateFerocity = 0
- activateMiss = 0
- if(skillAFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
- defB = floor(baseDefB * multPrevailDef)
- multFerocity = 1
- damage = atkA - defB
- //check for miss
- effHit = baseHitA - baseEvadeB
- /* if(effHit < 1){effHit = 1}
- if(effHit > 100){effHit = 100}
- roll = irandom_range(1,100)
- if(roll >= 101-effHit){
- //damage is dealt*/
- HPB = HPB - damage
- active = nameA
- //}else{activateMiss = 1}
- }
- }
- //Right character attacks
- if(t = time2){
- if(skillBPrevail = 1){
- multPrevailAtk = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillAPrevail = 1){
- multPrevailDef = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- activateFlurry = 0
- activateFerocity = 0
- activateMiss = 0
- //roll for flurry, if active
- if(skillBFlurry = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFlurry) - bonusB){activateFlurry = 1}
- }
- if(activateFlurry = 1){
- //flurry roll succeeds
- time3 += atkTime
- time4 += atkTime
- time5 += atkTime
- }
- //roll for ferocity
- if(skillBFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
- defA = floor(baseDefA * multPrevailDef)
- multFerocity = 1
- damage = atkB - defA
- //damage is dealt
- HPA = HPA - damage
- active = nameB
- }
- if(activateFlurry = 1){
- if(t = time2 + atkTime){
- if(skillBPrevail = 1){
- multPrevailAtk = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillAPrevail = 1){
- multPrevailDef = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- //second flurry attack
- //roll for ferocity
- activateFerocity = 0
- activateMiss = 0
- if(skillBFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
- defA = floor(baseDefA * multPrevailDef)
- multFerocity = 1
- damage = atkB - defA
- //damage is dealt
- HPA = HPA - damage
- active = nameB
- }
- }
- //Left character attacks
- if(t = time3){
- if(skillAPrevail = 1){
- multPrevailAtk = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillBPrevail = 1){
- multPrevailDef = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- activateFlurry = 0
- activateFerocity = 0
- activateMiss = 0
- //roll for flurry, if active
- if(skillAFlurry = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFlurry) - bonusA){activateFlurry = 1}
- }
- if(activateFlurry = 1){
- //flurry roll succeeds
- time4 += atkTime
- time5 += atkTime
- }
- //roll for ferocity
- if(skillAFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
- defB = floor(baseDefB * multPrevailDef)
- multFerocity = 1
- damage = atkA - defB
- //check for miss
- effHit = baseHitA - baseEvadeB
- /*if(effHit < 1){effHit = 1}
- if(effHit > 100){effHit = 100}
- roll = irandom_range(1,100)
- if(roll >= 101-effHit){*/
- //damage is dealt
- HPB = HPB - damage
- active = nameA
- // }else{activateMiss = 1}
- }
- if(activateFlurry = 1){
- if(t = time3 + atkTime){
- if(skillAPrevail = 1){
- multPrevailAtk = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillBPrevail = 1){
- multPrevailDef = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- //second flurry attack
- //roll for ferocity
- activateFerocity = 0
- activateMiss = 0
- if(skillAFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
- defB = floor(baseDefB * multPrevailDef)
- multFerocity = 1
- damage = atkA - defB
- //check for miss
- effHit = baseHitA - baseEvadeB
- /*if(effHit < 1){effHit = 1}
- if(effHit > 100){effHit = 100}
- roll = irandom_range(1,100)
- if(roll >= 101-effHit){*/
- //damage is dealt
- HPB = HPB - damage
- active = nameA
- //}else{activateMiss = 1}
- }
- }
- //Right character attacks
- if(t = time4){
- if(skillBPrevail = 1){
- multPrevailAtk = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillAPrevail = 1){
- multPrevailDef = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- activateFlurry = 0
- activateFerocity = 0
- activateMiss = 0
- //roll for flurry, if active
- if(skillBFlurry = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFlurry) - bonusB){activateFlurry = 1}
- }
- if(activateFlurry = 1){
- //flurry roll succeeds
- time5 += atkTime
- }
- //roll for ferocity
- if(skillBFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
- defA = floor(baseDefA * multPrevailDef)
- multFerocity = 1
- damage = atkB - defA
- //damage is dealt
- HPA = HPA - damage
- active = nameB
- }
- if(activateFlurry = 1){
- if(t = time4 + atkTime){
- if(skillBPrevail = 1){
- multPrevailAtk = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillAPrevail = 1){
- multPrevailDef = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- //second flurry attack
- //roll for ferocity
- activateFerocity = 0
- activateMiss = 0
- if(skillBFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
- defA = floor(baseDefA * multPrevailDef)
- multFerocity = 1
- damage = atkB - defA
- //damage is dealt
- HPA = HPA - damage
- active = nameB
- }
- }
- //Left character attacks
- if(t = time5){
- if(skillAPrevail = 1){
- multPrevailAtk = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillBPrevail = 1){
- multPrevailDef = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- activateFlurry = 0
- activateFerocity = 0
- activateMiss = 0
- //roll for flurry, if active
- if(skillAFlurry = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFlurry) - bonusA){activateFlurry = 1}
- }
- if(activateFlurry = 1){
- //flurry roll succeeds
- }
- //roll for ferocity
- if(skillAFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
- defB = floor(baseDefB * multPrevailDef)
- multFerocity = 1
- damage = atkA - defB
- //check for miss
- /*effHit = baseHitA - baseEvadeB
- if(effHit < 1){effHit = 1}
- if(effHit > 100){effHit = 100}
- roll = irandom_range(1,100)
- if(roll >= 101-effHit){*/
- //damage is dealt
- HPB = HPB - damage
- active = nameA
- //}else{activateMiss = 1}
- }
- if(activateFlurry = 1){
- if(t = time5 + atkTime){
- if(skillAPrevail = 1){
- multPrevailAtk = 1
- if(HPA <= baseHPA*prevailStage1){
- multPrevailAtk = prevailMod1
- }
- if(HPA <= baseHPA*prevailStage2){
- multPrevailAtk = prevailMod2
- }
- }
- if(skillBPrevail = 1){
- multPrevailDef = 1
- if(HPB <= baseHPB*prevailStage1){
- multPrevailDef = prevailMod1
- }
- if(HPB <= baseHPB*prevailStage2){
- multPrevailDef = prevailMod2
- }
- }
- //second flurry attack
- //roll for ferocity
- activateFerocity = 0
- activateMiss = 0
- if(skillAFerocity = 1){
- roll = irandom_range(1,100)
- if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
- }
- if(activateFerocity = 1){
- //ferocity roll succeeds
- multFerocity = ferocityIncrease
- }
- atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
- defB = floor(baseDefB * multPrevailDef)
- multFerocity = 1
- damage = atkA - defB
- //check for miss
- /*effHit = baseHitA - baseEvadeB
- if(effHit < 1){effHit = 1}
- if(effHit > 100){effHit = 100}
- roll = irandom_range(1,100)
- if(roll >= 101-effHit){*/
- //damage is dealt
- HPB = HPB - damage
- active = nameA
- //}else{activateMiss = 1}
- }
- }
- }
- t += 1
- }
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