@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about
here's algorithm
start of the game: give to all worms such vars
XP # expirience, once it reach needed amount of XP it will level up worm, would be nice to show exp under healthbar but a bit tigher and smth simillar to it
Level # level of the worm, it can be showed somewhere over hp of worm, dunno
MaxHp # if there will be levels on usual elite worms will die in 2-3 turns and stay with level 2, maximum 3, so to make it more intresting it needs regenerations of hp, which is allow to get fat 10lvl worms, ofc it take much more time than usual elite but its incredibly fun, and Hp should be showed like that for example 50/100 (where 50 is current hp and 100 is max hp, so the worm will regenerate hp till it reach maximal)
start of the turn: count overall amount of opponent team hp, for example variable StartHp
after attack: count it once again, AttackHp for example, and if StartHp!=AttackHp
you just add to XP this StartHp-AttackHp
and after this StartHp=AttackHp
if XP > 40+Level*10 then XP=0; Level=Level+1 #(or how this work on PX? Level+=1? SetVariable(Level, Level+1)? dunno lol) to level up you need to make 50 hp damage, after that 60, 70 etc
And MaxHp=MaxHp+5
end of the turn: to each worm
if Hp<MaxHp then Hp+=3 #(3 is not that fast and not really slow which make it intresting also once the worm get skunked it will slowly die by loosing 2 hp instead of regenerating, pretty cool)
you can also make if Hp>MaxHp then Hp=MaxHp #to limit the Hp which can get over maximum
Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10