if( Attack == true && MyTurn == true )
{
MakeAttackAnimation(target);
DealDamage(target, 6);
}
know what I mean? What you're doing is like
if( AttackAnimation(target) == true )
{
DealDamage(target, 6)
}
However, if your way works then I suppose thats all that matters.
What I would do is setup "phases", i.e.
Conditions:
PhaseDeathCounter == 1
Actions:
Display Text( "Pick attack/spell/item"
preserve
Conditions:
PhaseDeathCounter == 1
Player Selects Attack / Timer Runs out / Player Selects Spell
Actions:
Set to 100 for PhaseDeathCounter
preserve
Conditions:
PhaseDeathCounter == 1
Player Selects Item
Actions:
Set to 1500 for PhaseDeathCounter
preserve
(use deaths say, 100-500 for "attack", 600-1000 for "spell", 1500-2000 for "item" ect)
Conditions:
PhaseDeathCounter == 100
Actions:
Order Zealot to move to enemy
Add 1 for PhaseDeathCounter
Set to 1 for "Attack timer death count"
preserve
Conditions:
PhaseDC = 101
AttackTimerDeathCount == X
Actions:
Order Zealot to move back
Set PhaseDeathCounter to 102
preserve
Conditions:
PhaseDC = 102
PlayerDamageDC = 1
Actions:
Subtract 1 health from EnemyHealthDC
Set to 103 for PhaseDC
preserve
Conditions:
PhaseDC = 102
PlayerDamageDC = 33
Actions:
Subtract 33 health from EnemyHealthDC
Set to 103 for PhaseDC
preserve
Conditions:
PhaseDC = 103
Actions:
Order zealot to turn around
Set PHase DC to 104
preserve
Conditions:
PhaseDC = 104
Actions:
Order Zealot to stop (should be turned around)
Set Phase DC to 105
preserve
Conditions:
PhaseDC = 105
Actions:
DisplayText("End of Turn")
Set PhaseDC = 0
Set "Next Player Turn DC" = 1
preserve trigger
None.