Hi this worked great for my RPG and I've credited you in the game info
I do have an issue, however. My game is click-to-move (like Diablo for example) and works from rotating the sprite to face the mouse. When I use your system my sprites don't rotate anymore. I think this is due to something I read earlier on creaing health bars; when a draw event is made, the sprites seem to function differently (they were disappearing completely with other methods haha). Other than that everything else is fine though.
here is the step event of my player (keep in mind I'm a noob at gml haha)
//constant
if speed>=0 then image_speed=0.4
if speed=0 image_speed=0 && image_index=0
if health<=1 then instance_destroy()
//left click
if mouse_check_button(mb_left) move_towards_point(obj_move.x,obj_move.y,5)
if mouse_check_button(mb_left) image_angle = point_direction(self.x, self.y, mouse_x, mouse_y)
if point_distance(self.x, self.y, mouse_x, mouse_y)=0 then speed=0
//unarmed
if collision_circle(self.x,self.y,72,par_enemy,true,false) then sprite_index=spr_human_knight_unarmed_attack
else sprite_index=spr_human_knight_unarmed
//level-up
if collision_circle(self.x,self.y,72,par_enemy,true,false)
{
Damage = round(random(12));
enemy = instance_nearest(x,y,par_enemy);
enemy.Health -= round(Damage);
Experience += round(Damage);
can_attack = false;
alarm[0] = 20;
}
Perc_Health = (Health/MaxHealth) * 100;
if Health < 1
{
x = xstart;
y = ystart;
Health = MaxHealth;
}
if Experience >= MaxExperience
{
Experience -= MaxExperience;
Level += 1;
MaxExperience = Level * 100;
}
Thanks in advance