def get_attack_weapon(self, caller): is_equipped = equipped_check(self.caller, "weapon") if is_equipped[0] == True: slots = caller.db.slots attack_weapon = slots["weapon"] else: attack_weapon = "your fists" return attack_weapon
def get_defense_score(self, target): caller = self.caller is_equipped = equipped_check(target, "armor") if is_equipped[0] == True: slots = target.db.slots defense_bonus = slots["armor"].db.defense_bonus or 0 else: defense_bonus = 0 defense_score = target.db.defense + defense_bonus return defense_score
def get_defense_score(self, target): # If the target is wearing armor it adds defense is_equipped = equipped_check(target, "armor") if is_equipped[0] == True: slots = target.db.slots defense_bonus = slots["armor"].db.defense_bonus or 0 else: defense_bonus = 0 defense_score = target.db.defense + defense_bonus return defense_score
def at_drop(self,dropper): if equipped_check(dropper, "armor")[0] == True: if dropper.db.slots["armor"] == self: dropper.msg("You throw your equipped armor on the ground!") dropper.db.slots["armor"] = None