Beispiel #1
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 def sword_attack_giant_normal(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if d6() == 1:
         damage = d6(2) + (attacker.get_force() * 4)
         defense = target.get_armor()
         target.apply_damage(damage - defense)
Beispiel #2
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 def sword_attack_giant_normal(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if d6() == 1:
         damage = d6(2) + (attacker.get_force() * 4)
         defense = target.get_armor()
         target.apply_damage(damage - defense)
Beispiel #3
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 def light_saber_attack_giant_normal(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if self.light_saber_mode and d6() == 1:
         damage = d6(3) + (attacker.get_force() * 4)
         defense = target.get_armor()
         target.apply_damage(damage - defense)
         self.light_saber_mode = False
Beispiel #4
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 def light_saber_attack_giant_normal(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if self.light_saber_mode and d6() == 1:
         damage = d6(3) + (attacker.get_force() * 4)
         defense = target.get_armor()
         target.apply_damage(damage - defense)
         self.light_saber_mode = False
Beispiel #5
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 def combo_attack(self, attackers, target):
     assert_type(target, characters.Character)
     if all([character.has_advantage(self.name) for character in attackers]) and not self.already_used:
         best_skill = max([character.get_skill() for character in attackers])
         if d6() <= best_skill:
             combo_fire_power = sum([character.get_fire_power() for character in attackers])
             damage = d6(1) + combo_fire_power
             defense = target.get_armor()
             target.apply_damage(damage - defense)
             self.already_used = True
Beispiel #6
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 def combo_attack(self, attackers, target):
     assert_type(target, characters.Character)
     if all([character.has_advantage(self.name)
             for character in attackers]) and not self.already_used:
         best_skill = max(
             [character.get_skill() for character in attackers])
         if d6() <= best_skill:
             combo_fire_power = sum(
                 [character.get_fire_power() for character in attackers])
             damage = d6(1) + combo_fire_power
             defense = target.get_armor()
             target.apply_damage(damage - defense)
             self.already_used = True
Beispiel #7
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 def sword_attack_normal_giant(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if attacker.check_skill():
         damage = d6(2) + attacker.get_force()
         defense = (target.get_armor() * 4)
         target.apply_damage(damage - defense)
Beispiel #8
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 def sword_attack_normal_giant(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if attacker.check_skill():
         damage = d6(2) + attacker.get_force()
         defense = (target.get_armor() * 4)
         target.apply_damage(damage - defense)
Beispiel #9
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 def light_saber_attack_normal_giant(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if self.light_saber_mode and attacker.check_skill():
         damage = d6(3) + attacker.get_force()
         defense = (target.get_armor() * 4)
         target.apply_damage(damage - defense)
         self.light_saber_mode = False
Beispiel #10
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 def light_saber_attack_normal_giant(self, target):
     assert_type(target, characters.Character)
     attacker = self.action_manager
     if self.light_saber_mode and attacker.check_skill():
         damage = d6(3) + attacker.get_force()
         defense = (target.get_armor() * 4)
         target.apply_damage(damage - defense)
         self.light_saber_mode = False
Beispiel #11
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 def devastating_blow_fire_power(self, target):
     assert_type(target, characters.Character)
     if self.action_manager.check_skill():
         damage = (d6() + self.action_manager.get_force()) * 2
         defense = target.get_armor()
         target.apply_damage(damage - defense)
Beispiel #12
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 def devastating_blow_fire_power(self, target):
     assert_type(target, characters.Character)
     if self.action_manager.check_skill():
         damage = (d6() + self.action_manager.get_force()) * 2
         defense = target.get_armor()
         target.apply_damage(damage - defense)
Beispiel #13
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 def check_fire_power(self):
     return d6() < self.fire_power
Beispiel #14
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 def check_endurance(self):
     return d6() < self.endurance
Beispiel #15
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 def check_skill(self):
     return d6() < self.skill
Beispiel #16
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 def check_force(self):
     return d6() <= self.force