Advertisement
Vormanax

Untitled

Oct 9th, 2018
143
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.20 KB | None | 0 0
  1. if(start=1){
  2. if(spd = 0){
  3.  
  4. //Left character attacks
  5. if(t = time1){
  6. //check for Prevail and apply the levels
  7. if(skillAPrevail = 1){
  8. multPrevailAtk = 1
  9. if(HPA <= baseHPA*prevailStage1){
  10. multPrevailAtk = prevailMod1
  11. }
  12. if(HPA <= baseHPA*prevailStage2){
  13. multPrevailAtk = prevailMod2
  14. }
  15. }
  16. if(skillBPrevail = 1){
  17. multPrevailDef = 1
  18. if(HPB <= baseHPB*prevailStage1){
  19. multPrevailDef = prevailMod1
  20. }
  21. if(HPB <= baseHPB*prevailStage2){
  22. multPrevailDef = prevailMod2
  23. }
  24. }
  25. activateFlurry = 0
  26. activateFerocity = 0
  27. activateMiss = 0
  28. //roll for flurry, if active
  29. if(skillAFlurry = 1){
  30. roll = irandom_range(1,100)
  31. if(roll >= (101-chanceFlurry) - bonusA){activateFlurry = 1}
  32. }
  33. if(activateFlurry = 1){
  34. //flurry roll succeeds
  35. time2 += atkTime
  36. time3 += atkTime
  37. time4 += atkTime
  38. time5 += atkTime
  39. }
  40. //roll for ferocity
  41. if(skillAFerocity = 1){
  42. roll = irandom_range(1,100)
  43. if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
  44. }
  45. if(activateFerocity = 1){
  46. //ferocity roll succeeds
  47. multFerocity = ferocityIncrease
  48. }
  49. //calculate effective Atk/Def
  50. atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
  51. defB = floor(baseDefB * multPrevailDef)
  52. multFerocity = 1
  53. damage = atkA - defB
  54.  
  55. //check for miss
  56. effHit = baseHitA - baseEvadeB
  57. /* if(effHit < 1){effHit = 1}
  58. if(effHit > 100){effHit = 100}
  59. roll = irandom_range(1,100)
  60. if(roll >= 101-effHit){
  61. //damage is dealt*/
  62. HPB = HPB - damage
  63. active = nameA
  64. //}else{activateMiss = 1}
  65.  
  66.  
  67. }
  68. if(activateFlurry = 1){
  69. if(t = time1 + atkTime){
  70. //check for prevail and apply the multiplicators for the respective levels
  71. if(skillAPrevail = 1){
  72. multPrevailAtk = 1
  73. if(HPA <= baseHPA*prevailStage1){
  74. multPrevailAtk = prevailMod1
  75. }
  76. if(HPA <= baseHPA*prevailStage2){
  77. multPrevailAtk = prevailMod2
  78. }
  79. }
  80. if(skillBPrevail = 1){
  81. multPrevailDef = 1
  82. if(HPB <= baseHPB*prevailStage1){
  83. multPrevailDef = prevailMod1
  84. }
  85. if(HPB <= baseHPB*prevailStage2){
  86. multPrevailDef = prevailMod2
  87. }
  88. }
  89. //second flurry attack
  90. //roll for ferocity
  91. activateFerocity = 0
  92. activateMiss = 0
  93. if(skillAFerocity = 1){
  94. roll = irandom_range(1,100)
  95. if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
  96. }
  97. if(activateFerocity = 1){
  98. //ferocity roll succeeds
  99. multFerocity = ferocityIncrease
  100. }
  101. atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
  102. defB = floor(baseDefB * multPrevailDef)
  103. multFerocity = 1
  104. damage = atkA - defB
  105.  
  106. //check for miss
  107. effHit = baseHitA - baseEvadeB
  108. /* if(effHit < 1){effHit = 1}
  109. if(effHit > 100){effHit = 100}
  110. roll = irandom_range(1,100)
  111. if(roll >= 101-effHit){
  112. //damage is dealt*/
  113. HPB = HPB - damage
  114. active = nameA
  115. //}else{activateMiss = 1}
  116. }
  117. }
  118.  
  119.  
  120. //Right character attacks
  121.  
  122. if(t = time2){
  123. if(skillBPrevail = 1){
  124. multPrevailAtk = 1
  125. if(HPB <= baseHPB*prevailStage1){
  126. multPrevailAtk = prevailMod1
  127. }
  128. if(HPB <= baseHPB*prevailStage2){
  129. multPrevailAtk = prevailMod2
  130. }
  131. }
  132. if(skillAPrevail = 1){
  133. multPrevailDef = 1
  134. if(HPA <= baseHPA*prevailStage1){
  135. multPrevailDef = prevailMod1
  136. }
  137. if(HPA <= baseHPA*prevailStage2){
  138. multPrevailDef = prevailMod2
  139. }
  140. }
  141. activateFlurry = 0
  142. activateFerocity = 0
  143. activateMiss = 0
  144. //roll for flurry, if active
  145. if(skillBFlurry = 1){
  146. roll = irandom_range(1,100)
  147. if(roll >= (101-chanceFlurry) - bonusB){activateFlurry = 1}
  148. }
  149. if(activateFlurry = 1){
  150. //flurry roll succeeds
  151. time3 += atkTime
  152. time4 += atkTime
  153. time5 += atkTime
  154. }
  155. //roll for ferocity
  156. if(skillBFerocity = 1){
  157. roll = irandom_range(1,100)
  158. if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
  159. }
  160. if(activateFerocity = 1){
  161. //ferocity roll succeeds
  162. multFerocity = ferocityIncrease
  163. }
  164. atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
  165. defA = floor(baseDefA * multPrevailDef)
  166. multFerocity = 1
  167. damage = atkB - defA
  168.  
  169. //damage is dealt
  170. HPA = HPA - damage
  171. active = nameB
  172. }
  173. if(activateFlurry = 1){
  174. if(t = time2 + atkTime){
  175. if(skillBPrevail = 1){
  176. multPrevailAtk = 1
  177. if(HPB <= baseHPB*prevailStage1){
  178. multPrevailAtk = prevailMod1
  179. }
  180. if(HPB <= baseHPB*prevailStage2){
  181. multPrevailAtk = prevailMod2
  182. }
  183. }
  184. if(skillAPrevail = 1){
  185. multPrevailDef = 1
  186. if(HPA <= baseHPA*prevailStage1){
  187. multPrevailDef = prevailMod1
  188. }
  189. if(HPA <= baseHPA*prevailStage2){
  190. multPrevailDef = prevailMod2
  191. }
  192. }
  193. //second flurry attack
  194. //roll for ferocity
  195. activateFerocity = 0
  196. activateMiss = 0
  197. if(skillBFerocity = 1){
  198. roll = irandom_range(1,100)
  199. if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
  200. }
  201. if(activateFerocity = 1){
  202. //ferocity roll succeeds
  203. multFerocity = ferocityIncrease
  204. }
  205. atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
  206. defA = floor(baseDefA * multPrevailDef)
  207. multFerocity = 1
  208. damage = atkB - defA
  209.  
  210. //damage is dealt
  211. HPA = HPA - damage
  212. active = nameB
  213. }
  214. }
  215.  
  216. //Left character attacks
  217. if(t = time3){
  218. if(skillAPrevail = 1){
  219. multPrevailAtk = 1
  220. if(HPA <= baseHPA*prevailStage1){
  221. multPrevailAtk = prevailMod1
  222. }
  223. if(HPA <= baseHPA*prevailStage2){
  224. multPrevailAtk = prevailMod2
  225. }
  226. }
  227. if(skillBPrevail = 1){
  228. multPrevailDef = 1
  229. if(HPB <= baseHPB*prevailStage1){
  230. multPrevailDef = prevailMod1
  231. }
  232. if(HPB <= baseHPB*prevailStage2){
  233. multPrevailDef = prevailMod2
  234. }
  235. }
  236. activateFlurry = 0
  237. activateFerocity = 0
  238. activateMiss = 0
  239. //roll for flurry, if active
  240. if(skillAFlurry = 1){
  241. roll = irandom_range(1,100)
  242. if(roll >= (101-chanceFlurry) - bonusA){activateFlurry = 1}
  243. }
  244. if(activateFlurry = 1){
  245. //flurry roll succeeds
  246. time4 += atkTime
  247. time5 += atkTime
  248. }
  249. //roll for ferocity
  250. if(skillAFerocity = 1){
  251. roll = irandom_range(1,100)
  252. if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
  253. }
  254. if(activateFerocity = 1){
  255. //ferocity roll succeeds
  256. multFerocity = ferocityIncrease
  257. }
  258. atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
  259. defB = floor(baseDefB * multPrevailDef)
  260. multFerocity = 1
  261. damage = atkA - defB
  262.  
  263. //check for miss
  264. effHit = baseHitA - baseEvadeB
  265. /*if(effHit < 1){effHit = 1}
  266. if(effHit > 100){effHit = 100}
  267. roll = irandom_range(1,100)
  268. if(roll >= 101-effHit){*/
  269. //damage is dealt
  270. HPB = HPB - damage
  271. active = nameA
  272. // }else{activateMiss = 1}
  273. }
  274. if(activateFlurry = 1){
  275. if(t = time3 + atkTime){
  276. if(skillAPrevail = 1){
  277. multPrevailAtk = 1
  278. if(HPA <= baseHPA*prevailStage1){
  279. multPrevailAtk = prevailMod1
  280. }
  281. if(HPA <= baseHPA*prevailStage2){
  282. multPrevailAtk = prevailMod2
  283. }
  284. }
  285. if(skillBPrevail = 1){
  286. multPrevailDef = 1
  287. if(HPB <= baseHPB*prevailStage1){
  288. multPrevailDef = prevailMod1
  289. }
  290. if(HPB <= baseHPB*prevailStage2){
  291. multPrevailDef = prevailMod2
  292. }
  293. }
  294. //second flurry attack
  295. //roll for ferocity
  296. activateFerocity = 0
  297. activateMiss = 0
  298. if(skillAFerocity = 1){
  299. roll = irandom_range(1,100)
  300. if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
  301. }
  302. if(activateFerocity = 1){
  303. //ferocity roll succeeds
  304. multFerocity = ferocityIncrease
  305. }
  306. atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
  307. defB = floor(baseDefB * multPrevailDef)
  308. multFerocity = 1
  309. damage = atkA - defB
  310.  
  311. //check for miss
  312. effHit = baseHitA - baseEvadeB
  313. /*if(effHit < 1){effHit = 1}
  314. if(effHit > 100){effHit = 100}
  315. roll = irandom_range(1,100)
  316. if(roll >= 101-effHit){*/
  317. //damage is dealt
  318. HPB = HPB - damage
  319. active = nameA
  320. //}else{activateMiss = 1}
  321. }
  322. }
  323.  
  324. //Right character attacks
  325. if(t = time4){
  326. if(skillBPrevail = 1){
  327. multPrevailAtk = 1
  328. if(HPB <= baseHPB*prevailStage1){
  329. multPrevailAtk = prevailMod1
  330. }
  331. if(HPB <= baseHPB*prevailStage2){
  332. multPrevailAtk = prevailMod2
  333. }
  334. }
  335. if(skillAPrevail = 1){
  336. multPrevailDef = 1
  337. if(HPA <= baseHPA*prevailStage1){
  338. multPrevailDef = prevailMod1
  339. }
  340. if(HPA <= baseHPA*prevailStage2){
  341. multPrevailDef = prevailMod2
  342. }
  343. }
  344. activateFlurry = 0
  345. activateFerocity = 0
  346. activateMiss = 0
  347. //roll for flurry, if active
  348. if(skillBFlurry = 1){
  349. roll = irandom_range(1,100)
  350. if(roll >= (101-chanceFlurry) - bonusB){activateFlurry = 1}
  351. }
  352. if(activateFlurry = 1){
  353. //flurry roll succeeds
  354. time5 += atkTime
  355. }
  356. //roll for ferocity
  357. if(skillBFerocity = 1){
  358. roll = irandom_range(1,100)
  359. if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
  360. }
  361. if(activateFerocity = 1){
  362. //ferocity roll succeeds
  363. multFerocity = ferocityIncrease
  364. }
  365. atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
  366. defA = floor(baseDefA * multPrevailDef)
  367. multFerocity = 1
  368. damage = atkB - defA
  369.  
  370. //damage is dealt
  371. HPA = HPA - damage
  372. active = nameB
  373. }
  374. if(activateFlurry = 1){
  375. if(t = time4 + atkTime){
  376. if(skillBPrevail = 1){
  377. multPrevailAtk = 1
  378. if(HPB <= baseHPB*prevailStage1){
  379. multPrevailAtk = prevailMod1
  380. }
  381. if(HPB <= baseHPB*prevailStage2){
  382. multPrevailAtk = prevailMod2
  383. }
  384. }
  385. if(skillAPrevail = 1){
  386. multPrevailDef = 1
  387. if(HPA <= baseHPA*prevailStage1){
  388. multPrevailDef = prevailMod1
  389. }
  390. if(HPA <= baseHPA*prevailStage2){
  391. multPrevailDef = prevailMod2
  392. }
  393. }
  394. //second flurry attack
  395. //roll for ferocity
  396. activateFerocity = 0
  397. activateMiss = 0
  398. if(skillBFerocity = 1){
  399. roll = irandom_range(1,100)
  400. if(roll >= (101-chanceFerocity)-bonusB){activateFerocity = 1}
  401. }
  402. if(activateFerocity = 1){
  403. //ferocity roll succeeds
  404. multFerocity = ferocityIncrease
  405. }
  406. atkB = floor(baseAtkB * multFerocity * multPrevailAtk)
  407. defA = floor(baseDefA * multPrevailDef)
  408. multFerocity = 1
  409. damage = atkB - defA
  410.  
  411. //damage is dealt
  412. HPA = HPA - damage
  413. active = nameB
  414. }
  415. }
  416.  
  417.  
  418. //Left character attacks
  419. if(t = time5){
  420. if(skillAPrevail = 1){
  421. multPrevailAtk = 1
  422. if(HPA <= baseHPA*prevailStage1){
  423. multPrevailAtk = prevailMod1
  424. }
  425. if(HPA <= baseHPA*prevailStage2){
  426. multPrevailAtk = prevailMod2
  427. }
  428. }
  429. if(skillBPrevail = 1){
  430. multPrevailDef = 1
  431. if(HPB <= baseHPB*prevailStage1){
  432. multPrevailDef = prevailMod1
  433. }
  434. if(HPB <= baseHPB*prevailStage2){
  435. multPrevailDef = prevailMod2
  436. }
  437. }
  438. activateFlurry = 0
  439. activateFerocity = 0
  440. activateMiss = 0
  441. //roll for flurry, if active
  442. if(skillAFlurry = 1){
  443. roll = irandom_range(1,100)
  444. if(roll >= (101-chanceFlurry) - bonusA){activateFlurry = 1}
  445. }
  446. if(activateFlurry = 1){
  447. //flurry roll succeeds
  448. }
  449. //roll for ferocity
  450. if(skillAFerocity = 1){
  451. roll = irandom_range(1,100)
  452. if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
  453. }
  454. if(activateFerocity = 1){
  455. //ferocity roll succeeds
  456. multFerocity = ferocityIncrease
  457. }
  458. atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
  459. defB = floor(baseDefB * multPrevailDef)
  460. multFerocity = 1
  461. damage = atkA - defB
  462.  
  463. //check for miss
  464. /*effHit = baseHitA - baseEvadeB
  465. if(effHit < 1){effHit = 1}
  466. if(effHit > 100){effHit = 100}
  467. roll = irandom_range(1,100)
  468. if(roll >= 101-effHit){*/
  469. //damage is dealt
  470. HPB = HPB - damage
  471. active = nameA
  472. //}else{activateMiss = 1}
  473. }
  474. if(activateFlurry = 1){
  475. if(t = time5 + atkTime){
  476. if(skillAPrevail = 1){
  477. multPrevailAtk = 1
  478. if(HPA <= baseHPA*prevailStage1){
  479. multPrevailAtk = prevailMod1
  480. }
  481. if(HPA <= baseHPA*prevailStage2){
  482. multPrevailAtk = prevailMod2
  483. }
  484. }
  485. if(skillBPrevail = 1){
  486. multPrevailDef = 1
  487. if(HPB <= baseHPB*prevailStage1){
  488. multPrevailDef = prevailMod1
  489. }
  490. if(HPB <= baseHPB*prevailStage2){
  491. multPrevailDef = prevailMod2
  492. }
  493. }
  494. //second flurry attack
  495. //roll for ferocity
  496. activateFerocity = 0
  497. activateMiss = 0
  498. if(skillAFerocity = 1){
  499. roll = irandom_range(1,100)
  500. if(roll >= (101-chanceFerocity)-bonusA){activateFerocity = 1}
  501. }
  502. if(activateFerocity = 1){
  503. //ferocity roll succeeds
  504. multFerocity = ferocityIncrease
  505. }
  506. atkA = floor(baseAtkA * multFerocity * multPrevailAtk)
  507. defB = floor(baseDefB * multPrevailDef)
  508. multFerocity = 1
  509. damage = atkA - defB
  510.  
  511. //check for miss
  512. /*effHit = baseHitA - baseEvadeB
  513. if(effHit < 1){effHit = 1}
  514. if(effHit > 100){effHit = 100}
  515. roll = irandom_range(1,100)
  516. if(roll >= 101-effHit){*/
  517. //damage is dealt
  518. HPB = HPB - damage
  519. active = nameA
  520. //}else{activateMiss = 1}
  521. }
  522. }
  523.  
  524. }
  525. t += 1
  526. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement