def damage(self, damage, enemy, cast=False):
     if enemy.element == "fire":
         Prototype.damage(self, damage * 2, enemy)
     elif enemy.element == "water":
         Prototype.damage(self, 1, enemy)
     else:
         Prototype.damage(self, damage, enemy)
 def damage(self, damage, enemy, cast=False):
     if enemy.element == 'fire':
         Prototype.damage(self, damage * 2, enemy)
     elif enemy.element == 'water':
         Prototype.damage(self, 1, enemy)
     else:
         Prototype.damage(self, damage, enemy)
Ejemplo n.º 3
0
 def damage(self, damage, enemy, cast=False):
     if self.stone:
         if damage - 2 > 0:
             Prototype.damage(self, damage - 2, enemy)
         else:
             Prototype.damage(self, 0, enemy)
     else:
         Prototype.damage(self, damage, enemy)
 def damage(self, damage, enemy, cast=False):
     if self.stone:
         if damage - 2 > 0:
             Prototype.damage(self, damage - 2, enemy)
         else:
             Prototype.damage(self, 0, enemy)
     else:
         Prototype.damage(self, damage, enemy)
Ejemplo n.º 5
0
 def damage(self, damage, enemy, cast=False):
     if not cast:
         Prototype.damage(self, 1, enemy, cast)
     else:
         Prototype.damage(self, damage, enemy, cast)
Ejemplo n.º 6
0
 def damage(self, damage, enemy, cast=False):
     if enemy.element == 'fire':
         return
     else:
         Prototype.damage(self, damage, enemy)
Ejemplo n.º 7
0
 def damage(self, damage, enemy, cast=False):
     if enemy.element == "water":
         Prototype.damage(self, damage * 2, enemy)
     else:
         Prototype.damage(self, damage, enemy)
Ejemplo n.º 8
0
 def damage(self, damage, enemy, cast=False):
     if not cast:
         Prototype.damage(self, int(ceil(damage / floor(2))), enemy)
         self.parent.player.damage(int(ceil(damage / floor(2))), enemy)
     else:
         Prototype.damage(self, damage * 2, enemy, True)
 def damage(self, damage, enemy, cast=False):
     if not cast:
         Prototype.damage(self, 1, enemy, cast)
     else:
         Prototype.damage(self, damage, enemy, cast)
 def damage(self, damage, enemy, cast=False):
     if enemy.element == "fire":
         return
     else:
         Prototype.damage(self, damage, enemy)
 def damage(self, damage, enemy, cast=False):
     if not cast:
         Prototype.damage(self, int(ceil(damage / floor(2))), enemy)
         self.parent.player.damage(int(ceil(damage / floor(2))), enemy)
     else:
         Prototype.damage(self, damage * 2, enemy, True)