Sorry for the repost, wasnt sure if anyone would notice on that last one!

One more question on this and I promise I'll leave you alone! lol

here is my full battle code

Code:
int MBattle()
{

cout<<"Current mpowerLevel is "<<mpowerLevel<<endl;
cout<<"Current powerlevel is "<<powerLevel<<endl;

if (mpowerLevel > powerLevel)
{
	if (mpowerLevel > (10 * powerLevel))
	{
		mhit = ((rand() %  500) + 1);
	}

	else if (mpowerLevel > (9 * powerLevel))
	{
		mhit = ((rand() % 550) + 1);
	}

	else if (mpowerLevel > (8 * powerLevel))
	{
		mhit = ((rand() % 400) + 1);
	}

	else if (mpowerLevel > (7 * powerLevel))
	{
		mhit = ((rand() % 350) + 1);
	}

	else if (mpowerLevel > (6 * powerLevel))
	{
		mhit = ((rand() % 300) + 1);
	}

	else if (mpowerLevel > (5 * powerLevel))
	{
		mhit = ((rand() % 250) + 1);
	}

	else if (mpowerLevel > (4 * powerLevel))
	{
		mhit = ((rand() % 200) + 1);
	}

	else if (mpowerLevel > (3 * powerLevel))
	{
		mhit = ((rand() % 150) + 1);
	}

	else if (mpowerLevel > (2 * powerLevel))
	{
		mhit = ((rand() % 100) + 1);
	}

	else if (mpowerLevel > (1.9 * powerLevel))
	{
		mhit = ((rand() % 90) + 1);
	}

	else if (mpowerLevel > (1.8 * powerLevel))
	{
		mhit = ((rand() % 80) + 1);
	}

	else if (mpowerLevel > (1.7 * powerLevel))
	{
		mhit = ((rand() % 70) + 1);
	}

	else if (mpowerLevel > (1.6 * powerLevel))
	{
		mhit = ((rand() % 60) + 1);
	}

	else if (mpowerLevel > (1.5 * powerLevel))
	{
		mhit = ((rand() % 50) + 1);
	}

	else if (mpowerLevel > (1.4 * powerLevel))
	{
		mhit = ((rand() % 40) + 1);
	}
		
	else if (mpowerLevel > (1.3 * powerLevel))
	{
		mhit = ((rand() % 35) + 1);
	}

	else if (mpowerLevel > (1.2 + powerLevel))
	{
		mhit = ((rand() % 30) + 1);
	}

	else if (mpowerLevel > (1.1 * powerLevel))
	{
		mhit = ((rand() % 25) + 1);
	}

	else if (mpowerLevel > powerLevel)
	{
		mhit = ((rand() % 20) + 1);
	}
	
	else if (mpowerLevel == powerLevel)
	{
		mhit = ((rand() % 20) + 1);
	}
}


if (mpowerLevel > powerLevel)
{
	if (powerLevel > (10 * mpowerLevel))
	{
		mhit = 0;
	}

	else if (powerLevel > (9 * mpowerLevel))
	{
		mhit = 0;
	}

	else if (powerLevel > (8 * mpowerLevel))
	{
		mhit = ((rand() % 1) + 1);
	}

	else if (powerLevel > (7 * mpowerLevel))
	{
		mhit = ((rand() % 2) + 1);
	}

	else if (powerLevel > (6 * mpowerLevel))
	{
		mhit = ((rand() % 3) + 1);
	}

	else if (powerLevel > (5 * mpowerLevel))
	{
		mhit = ((rand() % 4) + 1);
	}

	else if (powerLevel > (4 * mpowerLevel))
	{
		mhit = ((rand() % 5) + 1);
	}

	else if (powerLevel > (3 * mpowerLevel))
	{
		mhit = ((rand() % 6) + 1);
	}

	else if (powerLevel > (2 * mpowerLevel))
	{
		mhit = ((rand() % 10) + 1);
	}

	else if (powerLevel > (1.9 * mpowerLevel))
	{
		mhit = ((rand() % 11) + 1);
	}

	else if (powerLevel > (1.8 * mpowerLevel))
	{
		mhit = ((rand() % 12) + 1);
	}

	else if (powerLevel > (1.7 * mpowerLevel))
	{
		mhit = ((rand() % 13) + 1);
	}

	else if (powerLevel > (1.6 * mpowerLevel))
	{
		mhit = ((rand() % 14) + 1);
	}

	else if (powerLevel > (1.5 * mpowerLevel))
	{
		mhit = ((rand() % 15) + 1);
	}

	else if (powerLevel > (1.4 * mpowerLevel))
	{
		mhit = ((rand() % 16) + 1);
	}
		
	else if (powerLevel > (1.3 * mpowerLevel))
	{
		mhit = ((rand() % 17) + 1);
	}

	else if (powerLevel > (1.2 + mpowerLevel))
	{
		mhit = ((rand() % 18) + 1);
	}

	else if (powerLevel > (1.1 * mpowerLevel))
	{
		mhit = ((rand() % 19) + 1);
	}
}

return 0;

}



Thats the function MBattle, which determines was mhit is. In another function mhit is subtracted from health.

There is a problem, if the player has a higher powerlevel than the mob it does NO damage at all. 0. Also, if the player and mob are the exact same powerlevel, they do no damage at all. (NOTE- I have tested it the other ways around. If the mob is stronger than the player, it hits for the proper amount. This is just a one way thing: if the player is stronger).

I put in breakpoints and checked, it is sending the proper values for mpowerLevel and powerLevel. Any ideas?