Battle system (networking upgrade)

Alright I have a battle system that would work wonders in a single player point of view but i'm not certain that it would work in a Networking point of view.

It starts here

PlayerController.js:

This function call is inside an update loop.

function AttackProcedure()
{
    if(!Input.GetAxis("Toggle"))
    {
        if(Input.GetAxis("Fire1"))
        {   

            Command("Attack");
            currentState = true;
        }

            currentState = false;
    }
}
function Command(cmd : String )
{
    if(!currentState)
        gameObject.SendMessage(cmd);

} /......./break Then it goes to commandline.js:

private var cPlayer : Status;
private var cAction : ActionController;
var cDamage : DamageInformation;

function Awake()
{
    cAction = gameObject.GetComponentInChildren(ActionController);
    if(!cAction)
        Debug.Log("No connection to action controller");

    //~ cDamage = GetComponent(DamageInformation);
    //~ if(!cDamage)
        //~ Debug.Log("No connection to damage controller");

    cPlayer = GetComponent(Status);
    if(!cPlayer)
        Debug.Log("Cannot connect to player");
}

function Update () 
{
    CoolDownTimer();
}
function CoolDownTimer()
{

}
function CheckStats(dmg : DamageInformation)
{

}
function ApplyElement(dmg : DamageInformation)
{

}
function Attack()
{
    var atkPower = Random.Range(1.5, 2.0);
    cDamage = new gameObject.FindObjectOfType(DamageInformation);
    CheckStats(cDamage);
    cDamage.attackType = "p";
    cDamage.physicalPercent = 1.0;
    cDamage.magicPercent = 0.0;
    cDamage.elementalType = "null";
    cDamage.elementalPercent = cPlayer.mElementalPercent;
    cDamage.attackRadius = cPlayer.mAttackRadius;
    cDamage.damage = cPlayer.mStrength * atkPower;
    cAction.attacking = true;
    cDamage.cost = 1;
    cDamage.fatigue = 0.001;
    ApplyElement(cDamage);
    Debug.Log("Total damage: " + cDamage.damage);
    cAction.Commence(cDamage);

}

/....../break Then it sends the newly filled out information to the actioncontroller.js:

private var cPlayer : Status;
var pController : PlayerController;
var attacking : boolean = false;
var Damage;
var loc : Vector2;
var bCol : Transform;
var sCol : Transform;
function Awake()
{
    pController = transform.parent.GetComponent(PlayerController);
    if(!pController)
        Debug.Log("Cannot find player controls");

    cPlayer = transform.parent.GetComponent(Status);
    if(!cPlayer)
        Debug.Log("Cannot connect to player");
}

function Update () 
{
    loc.x = cPlayer.mPosition.x;
    loc.y = cPlayer.mPosition.y;
}
function OnTriggerEnter(other : Collider)
{

    var Opponent = other.gameObject.GetComponent(Status);

        Opponent.ApplyDamage(Damage);

}

function Commence(dmg : DamageInformation) 
{   
    if(cPlayer.coolDown < cPlayer.endurance)
    {
        if(!cPlayer.holdForCoolDown)
        {
            if(attacking)
            {

                    gameObject.collider.radius = dmg.attackRadius;
                    gameObject.collider.center.x = pController.atkDirection.x * dmg.attackRadius;
                    gameObject.collider.center.y = pController.atkDirection.y * dmg.attackRadius;
                    cPlayer.coolDown += dmg.cost * cPlayer.fatigue;
                    cPlayer.fatigue += dmg.fatigue;
                    gameObject.collider.radius = 0;

            }
            attacking = false;
            Damage = dmg;
        }
    }
}

/...../ break this script resizes a collider and when that collider hits a player it sends Damage to the opponents status for calculation.

I figure that I should send the players status to everyone on the server but when should I do it? and what changes should I make to make it work on networking?

All files have been linked properly via their variables so I didn't include them in these snippets

You will want to make these be RPC Calls.

Sorry for a short answer, but I have very little time right now.

Add @RPC above each function then call them with

networkView.RPC("My function",RPCMode.All,"my parameters");