var fireID = 0x3888;// Gráfico de quando o fogo atinge o personagem - pode ser também o gráfico 0x3898
var firemovingEffect = 0x382A;// Gráfico do efeito de movimento de quando o dragão cospe o fogo
var fireSound = 0x15e;// Som que o fogo faz ao ser disparado no personagem
var fire2Sound = 0x306;// Som que o fogo faz ao atingir o personagem
var baforadaSound = 0x16b; // Som que o dragão faz na baforada
var drakeMsg = " toma um folego profundo";
var drake1Msg = " esta bastante irritado";
var hitMsg = "Voce foi atingido de raspao por uma rajada de fogo!";
var hit2Msg = "Voce foi atingido por uma rajada de fogo!";
var hit3Msg = "Voce foi atingido em cheio por uma poderosa rajada de fogo!";
var dismountMsg = "O impacto foi tao forte que voce foi derrubado de sua montaria!";
function sleep(ms)
{
var dt = new Date();
dt.setTime(dt.getTime() + ms);
while (new Date().getTime() < dt.getTime());
}
function onCombatStart( pAttacker, pDefender )
{
if( pDefender.isonhorse )
{
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pAttacker, pDefender, firemovingEffect, 0x10, 0x00, false );
pDefender.SoundEffect( fireSound, true );
sleep(1500);
pDefender.StaticEffect( fireID, 0, 15 );
pDefender.SoundEffect( fire2Sound, true );
pDefender.EmoteMessage( hit2Msg );
pDefender.health = (pDefender.health -20);
pDefender.stamina = (pDefender.stamina -1);
return true;
}
else
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pAttacker, pDefender, firemovingEffect, 0x10, 0x00, false );
pDefender.SoundEffect( fireSound, true );
sleep(1500);
pDefender.StaticEffect( fireID, 0, 15 );
pDefender.SoundEffect( fire2Sound, true );
pDefender.EmoteMessage( hit2Msg );
pDefender.health = (pDefender.health -20);
pDefender.stamina = (pDefender.stamina -1);
return true;
}
function onDefense( pAttacker, pDefender )
{
var iNum = RandomNumber( 0, 1000 );
if( iNum > 500 )
{
if( pDefender.health < pDefender.maxhp )
{
var dice;
dice = RollDice(1,20,0);
if (dice < 3 )
{
if( pAttacker.isonhorse )
{
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit3Msg );
pAttacker.health = (pAttacker.health -30);
pAttacker.stamina = (pAttacker.stamina -5);
pAttacker.Dismount();
pAttacker.SysMessage( dismountMsg );
return false;
}
else
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit3Msg );
pAttacker.health = (pAttacker.health -30);
pAttacker.stamina = (pAttacker.stamina -5);
return false;
}
if (dice < 6)
{
if( pAttacker.isonhorse )
{
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
else
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
if (dice < 16)
{
if( pAttacker.isonhorse )
{
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hitMsg );
pAttacker.health = (pAttacker.health -5);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
else
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hitMsg );
pAttacker.health = (pAttacker.health -5);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
return false;
}
}
}
function onCombatEnd( pDefender, pAttacker )
{
if( pAttacker.isonhorse )
{
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
pAttacker.Dismount();
pAttacker.SysMessage( dismountMsg );
return true;
}
else
pAttacker.EmoteMessage( pAttacker.name + drakeMsg );
sleep(2000);
pAttacker.DoAction( 12 );
pAttacker.SoundEffect( baforadaSound, true );
sleep(3000);
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
sleep(1500);
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return true;
}
All variables work less "var combatAnim", being that put this for a test only and I do not know how to run it. It would be to make the npc perform a particular animation of your own chart. How would there? In the case would be chart 0xc and animarion number 12.
Already at the "onCombatStart", some times I put if would wait a few seconds in certain places, this would be possible? believe that with a helping hand in these parties cited the rest I could edit alone, but if someone if enable to pick up the idea and improve or make another script also wouldn't have problems, hehehe. Any AI for npcs would be better than just giving common scams.
var fireID = 0x3888;// Gráfico de quando o fogo atinge o personagem
var firemovingEffect = 0x382A;// Gráfico do efeito de movimento de quando o dragão cospe o fogo
var fireSound = 0x15e;// Som que o fogo faz ao ser disparado no personagem
var fire2Sound = 0x306;// Som que o fogo faz ao atingir o personagem
var baforadaSound= 0x16b; // Som que o dragão faz na baforada
var drakeMsg = "*Toma um folego profundo*";
var drake1Msg = "*Bastante irritado*";
var hitMsg = "Voce foi atingido de raspao por uma rajada de fogo!";
var hit2Msg = "Voce foi atingido por uma rajada de fogo!";
var hit3Msg = "Voce foi atingido em cheio por uma poderosa rajada de fogo!";
var dismountMsg = "O impacto foi tao forte que voce foi derrubado de sua montaria!";
var combatAnim = 12; ?????????????????????????? How does animation variable to fight?
function onCombatStart( pAttacker, pDefender )
{
if( pDefender.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
// is how to wait 5 seconds here?
pAttacker.combatAnim( 12 ); // ??????????????????????? here would be the animation of the graphic 0xc 12 (12) dragon. I do not know how to do it.
DoMovingEffect( pAttacker, pDefender, firemovingEffect, 0x10, 0x00, false );
pDefender.SoundEffect( fireSound, true );
// is how to wait 2 seconds here?
pDefender.StaticEffect( fireID, 0, 15 );
pDefender.SoundEffect( fire2Sound, true );
pDefender.EmoteMessage( hit2Msg );
pDefender.health = (pDefender.health -20);
pDefender.stamina = (pDefender.stamina -1);
return true;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pAttacker, pDefender, firemovingEffect, 0x10, 0x00, false );
pDefender.SoundEffect( fireSound, true );
pDefender.StaticEffect( fireID, 0, 15 );
pDefender.SoundEffect( fire2Sound, true );
pDefender.EmoteMessage( hit2Msg );
pDefender.health = (pDefender.health -20);
pDefender.stamina = (pDefender.stamina -1);
return true;
}
function onDefense( pAttacker, pDefender )
{
var iNum = RandomNumber( 0, 1000 );
if( iNum > 500 )
{
if( pDefender.health < pDefender.maxhp )
{
var dice;
dice = RollDice(1,20,0);
if (dice < 3)
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drake1Msg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit3Msg );
pAttacker.health = (pAttacker.health -30);
pAttacker.stamina = (pAttacker.stamina -5);
pAttacker.Dismount();
pAttacker.SysMessage( dismountMsg );
return false;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drake1Msg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit3Msg );
pAttacker.health = (pAttacker.health -30);
pAttacker.stamina = (pAttacker.stamina -5);
return false;
}
if (dice < 6)
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
if (dice < 16)
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hitMsg );
pAttacker.health = (pAttacker.health -5);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hitMsg );
pAttacker.health = (pAttacker.health -5);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
return false;
}
}
}
function onCombatEnd( pDefender, pAttacker )
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
pAttacker.Dismount();
pAttacker.SysMessage( dismountMsg );
return true;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return true;
}
var firemovingEffect = 0x382A;// Gráfico do efeito de movimento de quando o dragão cospe o fogo
var fireSound = 0x15e;// Som que o fogo faz ao ser disparado no personagem
var fire2Sound = 0x306;// Som que o fogo faz ao atingir o personagem
var baforadaSound= 0x16b; // Som que o dragão faz na baforada
var drakeMsg = "*Toma um folego profundo*";
var drake1Msg = "*Bastante irritado*";
var hitMsg = "Voce foi atingido de raspao por uma rajada de fogo!";
var hit2Msg = "Voce foi atingido por uma rajada de fogo!";
var hit3Msg = "Voce foi atingido em cheio por uma poderosa rajada de fogo!";
var dismountMsg = "O impacto foi tao forte que voce foi derrubado de sua montaria!";
var combatAnim = 12; ?????????????????????????? How does animation variable to fight?
function onCombatStart( pAttacker, pDefender )
{
if( pDefender.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
// is how to wait 5 seconds here?
pAttacker.combatAnim( 12 ); // ??????????????????????? here would be the animation of the graphic 0xc 12 (12) dragon. I do not know how to do it.
DoMovingEffect( pAttacker, pDefender, firemovingEffect, 0x10, 0x00, false );
pDefender.SoundEffect( fireSound, true );
// is how to wait 2 seconds here?
pDefender.StaticEffect( fireID, 0, 15 );
pDefender.SoundEffect( fire2Sound, true );
pDefender.EmoteMessage( hit2Msg );
pDefender.health = (pDefender.health -20);
pDefender.stamina = (pDefender.stamina -1);
return true;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pAttacker, pDefender, firemovingEffect, 0x10, 0x00, false );
pDefender.SoundEffect( fireSound, true );
pDefender.StaticEffect( fireID, 0, 15 );
pDefender.SoundEffect( fire2Sound, true );
pDefender.EmoteMessage( hit2Msg );
pDefender.health = (pDefender.health -20);
pDefender.stamina = (pDefender.stamina -1);
return true;
}
function onDefense( pAttacker, pDefender )
{
var iNum = RandomNumber( 0, 1000 );
if( iNum > 500 )
{
if( pDefender.health < pDefender.maxhp )
{
var dice;
dice = RollDice(1,20,0);
if (dice < 3)
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drake1Msg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit3Msg );
pAttacker.health = (pAttacker.health -30);
pAttacker.stamina = (pAttacker.stamina -5);
pAttacker.Dismount();
pAttacker.SysMessage( dismountMsg );
return false;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drake1Msg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit3Msg );
pAttacker.health = (pAttacker.health -30);
pAttacker.stamina = (pAttacker.stamina -5);
return false;
}
if (dice < 6)
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
if (dice < 16)
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hitMsg );
pAttacker.health = (pAttacker.health -5);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hitMsg );
pAttacker.health = (pAttacker.health -5);
pAttacker.stamina = (pAttacker.stamina -1);
return false;
}
return false;
}
}
}
function onCombatEnd( pDefender, pAttacker )
{
if( pAttacker.isonhorse )
{
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
pAttacker.Dismount();
pAttacker.SysMessage( dismountMsg );
return true;
}
else
pAttacker.SoundEffect( baforadaSound, true );
pAttacker.EmoteMessage( drakeMsg );
pAttacker.combatAnim( 12 ); // ???????????????????????
DoMovingEffect( pDefender, pAttacker, firemovingEffect, 0x10, 0x00, false );
pAttacker.SoundEffect( fireSound, true );
pAttacker.StaticEffect( fireID, 0, 15 );
pAttacker.SoundEffect( fire2Sound, true );
pAttacker.EmoteMessage( hit2Msg );
pAttacker.health = (pAttacker.health -20);
pAttacker.stamina = (pAttacker.stamina -1);
return true;
}