def stealth_attack(self): if (self.stealth_flag == False): damage = (funcs.d8(1) + funcs.d8(1) + funcs.d8(1)) + \ self.strMod + self.dexMod self.Stealth_flag = True else: 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 levelUP(self): self.hp = self.hp + (funcs.d8(1) + self.conMod) self.level += 1
def levelUP(self): self.hp = self.hp + (funcs.d8(1) + self.conMod) self.level += 1 self.stealth_flag = False
def heavyWeaponAttack(self, hit, evade): if hit > evade: damage = (funcs.d8(1)) + self.strMod else: damage = 0 return damage