Attack_Up(mob/M)
if(M.attup >> 0)
if(M.mp >= 50)
var
attd = M.attack / M.attup
M << "<font color = blue><b>You summon a burst of attack power!"
if(M.attackdoubled == 0)
M << "<font color = blue><b>Your attack increases!"
attd = round(attd)
M.attack += attd
M.attackdoubled = 1
M.mp -= 50
NPCDeathCheck(M)
else if(M.attackdoubled == 1)
M << "<font color = blue><b>The energy combinding in you suddenly bursts away!"
M.mp -= 50
NPCDeathCheck(M)
else
M << "<font color = blue><b>You don't have enouph MP!"
Battle(M)
else
M << "<font color = blue><b>You don't know this skill!"
Battle(M)
Okay, this code has some wierd unknown bug with it. When I cast it, it first doubles my attack. Then at end of battle (example Run() On another thread) then divdes it by 2/3s but its only supposed to - by attd (they are both defined on both procs same thing) and i end up with less attack at the end not the ammount i was supposed to the attack i started with. Whats wrong here (refer to Run() on a previous thread unless really needed.)