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 }