def fireball(self, hit, evade, enemyMod):
     if ((hit > evade + enemyMod) and self.magic_slots > 0):
         damage = (funcs.d4(1) + funcs.d4(1) + funcs.d4(1) + funcs.d4(1) +
                   funcs.d4(1) + funcs.d4(1)) + self.intMod
         self.magic_slots -= 1
     elif ((hit <= evade + enemyMod) and self.magic_slots > 0):
         damage = ((funcs.d4(1) + funcs.d4(1) + funcs.d4(1)) + self.intMod)
         self.magic_slots -= 1
     elif (self.magic_slots <= 0):
         print("no magic left")
         damage = 0
     return damage
Beispiel #2
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 def heavyWeaponAttack(self, hit, evade):
     if hit > (evade / 2):
         damage = (funcs.d8(1)) + self.strMod
     else:
         damage = funcs.d4(1) + self.strMod
     return damage
Beispiel #3
0
 def finesseWeaponAttack(self, hit, evade):
     if hit > (evade / 2):
         damage = (funcs.d4(1) + funcs.d4(1)) + self.dexMod
     else:
         damage = funcs.d4(1) + self.dexMod
     return damage
 def unarmedAttack(self, hit, evade):
     if hit > evade:
         damage = (funcs.d4(1)) + self.strMod
     else:
         damage = 0
     return damage