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)
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)
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 enemy.element == "water": Prototype.damage(self, damage * 2, enemy) 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)
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)