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
def heavyWeaponAttack(self, hit, evade): if hit > (evade / 2): damage = (funcs.d8(1)) + self.strMod else: damage = funcs.d4(1) + self.strMod return damage
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