var iagility = Math.floor((Math.random()*xpercent));
var hit = Math.round(Math.random()*10);
var hitpercent = iagility/hit;
if( (iagility*.25) >hitpercent && hitpercent >= (iagility*.01) ) {
// attack miss
battlelog.innerHTML =""+ename+" Missed the Attack!!
" +battlelog.innerHTML;
}
else if( (iagility*.75) >hitpercent && hitpercent >= (iagility*.25) ) {
// Attack DMG
var damage = Math.floor(((parseInt(ienemy.innerHTML) - parseInt(pdefense.innerHTML))*(xpercent/100)));
iplayer.innerHTML = (parseInt(iplayer.innerHTML) - damage);
battlelog.innerHTML =""+ename+" Hit for "+damage+" Damage!
" +battlelog.innerHTML
}
else if( (iagility*0.99) >hitpercent && hitpercent >= (iagility*.75) ) {
// Crit. Attack x1.5
var damage = Math.floor((((parseInt(ienemy.innerHTML)-parseInt(pdefense.innerHTML))*(xpercent/100))*1.5));
iplayer.innerHTML = parseInt(iplayer.innerHTML) - damage;
battlelog.innerHTML =""+ename+" Critical Hit for "+damage+" Damage!
"+battlelog.innerHTML
}
else if( iagility = hit) {
// Crit Attack x2.5
var damage = Math.floor((((parseInt(ienemy.innerHTML)-parseInt(pdefense.innerHTML))*(xpercent/100))*2.5));
iplayer.innerHTML = parseInt(iplayer.innerHTML) - damage;
battlelog.innerHTML =""+ename+" Massive Hit for "+damage+" Damage!
"+battlelog.innerHTML
}
else {
battlelog.innerHTML =""+ename+" Attack was Blocked!
"+battlelog.innerHTML
}