//๋”œ๋ ˆ์ด๋ž‘ ์†์„ฑ์น˜

if(delay>0){

alarm[1] = 30}

if(fire>100){alarm[0] = 5

burn=true}

if(water>100){alarm[0] = 5

wet=true}

if(light>100){alarm[0] = 5

Blind=true}

if(dark>100){alarm[0] = 5

fear=true}

if(electro>100){alarm[0] = 5

paralysis=true}

if(ice>100){alarm[0] = 5

freezing=true}

if(poison>100){alarm[0] = 5

toxicosis=true}

if(slash>100){alarm[0] = 5

bleeding=true}

if(knock>100){alarm[0] = 5

faint=true}

if(fire==0){

burn=false}

if(water==0){

wet=false}

if(dark==0){

fear=false}

if(light==0){

Blind=false}

if(electro==0){

paralysis=false}

if(poison==0){

toxicosis=false}

if(ice==0){

freezing=false}

if(slash==0){

bleeding=false}

if(knock==0){

faint=false}


//๊ณต๊ฒฉ์„ ๋ฐ›์•˜์„๋•Œ

if(place_meeting(x,y,enemy_obj)){

damage = atk+(f_atk/f_def)+(w_atk/w_def)+(l_atk/l_def)+(d_atk/d_def)+(e_atk/e_def)+(i_atk/i_def)+(p_atk/p_def)+(s_atk/s_def)+(k_atk/k_def)+

HP=HP - (damage/def)

fire=fire+(f_atk*5/f_def)

water=water+(w_atk*5/w_def)

light=light+(l_atk*5/l_def)

dark=dark+(d_atk*5/d_def)

electro=electro+(e_atk*5/e_def)

ice=ice+(i_atk*5/i_def)

poison=poison+(p_atk*5/p_def)

slash=fire+(s_atk*5/s_def)

knock=knock+(k_atk*5/k_def)

}