def do_turn(self, target, damage):
     chance = base.D20.roll()
     if chance > 16:
         target.statuses.append(s.Bleeding(3, 3 * self.owner.level))
     chance2 = base.D20.roll()
     if chance2 > 16:
         target.statuses.append(s.Maim(1, 3))
     target.take_damage(self.owner.owner, damage)
Beispiel #2
0
	def do_turn(self,target,damage):
		chance = base.D20.roll()
		if chance > 16:
			target.statuses.append(s.Bleeding(3,3*self.owner.level))
		chance2 = base.D20.roll()
		if chance2 > 18:
			target.statuses.append(s.Maim(2,2))
		return damage
 def do_turn(self, target, damage):
     chance = base.D20.roll()
     if chance > 16:
         damage *= 2.5
     chance2 = base.D20.roll()
     if chance2 > 16:
         target.statuses.append(s.Maim(4, 2))
     chance3 = base.D20.roll()
     if chance3 > 16:
         target.statuses.append(s.Bleeding(2, self.owner.level * 6))
     target.take_damage(self.owner.owner, damage)
Beispiel #4
0
	def do_turn(self,target,damage):
		chance = base.D20.roll()
		if chance > 16:
			damage /= 2.5
		chance2 = base.D20.roll()
		if chance2 > 16:
			target.statuses.append(s.Maim(2,5))
		chance3 = base.D20.roll()
		if chance3 > 16:
			target.statuses.append(s.Bleeding(2,self.owner.level*6))
		return damage
Beispiel #5
0
	def do_turn(self,target,damage):
		chance=base.D100.roll()
		if chance >99:
			base.put('The Arch Powers of the World infuse your body!')
			base.put('Mortal Blast!')
			target.statuses.append(s.Burn(self.owner.level,100))
			target.statuses.append(s.Poison(self.owner.level,120))
			target.statuses.append(s.Bleeding(self.owner.level,1000))
			target.statuses.append(s.Maim(self.owner.level))
			target.statuses.append(s.Stun(self.owner.level/2))
			target.statuses.append(s.Sleep())
			target.statuses.append(s.Blind(self.owner.level*2))
			for a in self.owner.owner.party.inventory:
				a.statuses.append(s.Healing())
			damage=0
 def do_turn(self, target, damage):
     chance = base.D20.roll()
     if chance > 19:
         target.statuses.append(s.Bleeding(2, 4 * self.owner.level))
     target.take_damage(self.owner.owner, damage)