def func(self): combatant = Combatant(self.caller) if not self.args: self.caller.msg("|430Usage: disarm <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return victim = combatant.getVictim(self.target) loop = CombatLoop(combatant.caller, target) loop.resolveCommand() #TODO: Right now the loop on Disarm and Sunder look almost identical. I feel like you probably want something different? if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n" ): if not combatant.hasWeakness( f"|400You are too weak to use this attack.|n"): if combatant.hasDisarmsRemaining( f"|400You have 0 disarms remaining or do not have the skill.\nPlease choose another action.|n" ): if not combatant.inventory.hasBow( ) or combatant.hasSniper(): if not victim.hasTwoHandedWeapon(): if victim.isAlive: maneuver_difficulty = 2 attack_result = combatant.rollAttack( maneuver_difficulty) if attack_result >= victim.av: # Check for NPC calling the command and pick a new command if so. # TODO: Spence - Why shouldn't NPCs use Disarm? if utils.inherits_from( self.caller, Npc ) and combatant.isTwoHanded(): self.caller.execute_cmd( f"strike {target.key}") return combatant.decreaseDisarms(1) shot_location = combatant.determineHitLocation( victim) if not victim.resistsAttack(): victim.message( f"|430You have been disarmed. Your next turn will be skipped.|n" ) victim.disarm() combatant.broadcast( f"{combatant.name} |025nimbly strikes|n (|020{attack_result}|n) |025with a deft maneuver and disarms|n {victim.name} (|400{victim.av}|n)|025, striking them in the {shot_location} and dealing|n (|430{combatant.getDamage()}|n) |025damage|n." ) victim.takeDamage( combatant, combatant.getDamage(), shot_location) victim.reportAv() else: combatant.broadcast( f"{combatant.name} |025nimbly strikes|n (|020{attack_result}|n)|025, striking them in the {shot_location} and dealing|n (|430{combatant.getDamage()}|n) |025damage|n. {combatant.name} |025attempts to disarm|n {victim.name}|025, but|n {victim.name} |025Resists the attempt.|n" ) else: combatant.broadcast( f"{combatant.name} |025swings deftly,|n (|020{attack_result}|n) |025attempting to disarm|n {victim.name}|025, but misses|n (|400{victim.av}|n)|025.|n" ) else: combatant.message( f"{victim.name} |430is dead. You only further mutilate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}.|n" ) else: combatant.message( f"|430You cannot disarm a two-handed weapon. Please try another attack.|n" ) combatant.broadcast( f"{combatant.name} |025tries to disarm|n {victim.name}|025, but cannot disarm a 2-handed weapon!|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup() else: combatant.message( f"|430To use Disarm with a bow equipped you must have the Sniper skill|n" )
def func(self): combatant = Combatant(self.caller) if not self.target: self.caller.msg("|430Usage: stagger <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Get target if there is one # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message(f"{victim.name} |400is dead. You only further mutiliate their body.|n") combatant.broadcast(f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n") return loop = CombatLoop(combatant.caller, target) loop.resolveCommand() if combatant.hasTurn(f"|430You need to wait until it is your turn before you are able to act.|n"): if combatant.isArmed(f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n"): if not combatant.hasWeakness(f"|400You are too weak to use this attack.|n"): if combatant.hasStaggersRemaining( f"|400You have 0 staggers remaining or do not have the skill.\nPlease choose another action.|n"): if not combatant.inventory.hasBow() or combatant.hasSniper(): maneuver_difficulty = 2 attack_result = combatant.rollAttack(maneuver_difficulty) if attack_result >= victim.av: combatant.decreaseStaggers(1) shot_location = combatant.determineHitLocation(victim) if not victim.blocksWithShield(shot_location): if not victim.resistsAttack(): combatant.broadcast(f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location}, staggering|n {victim.name} |025out of their footing|n (|400{victim.av}|n)|025, and dealing|n (|430{combatant.getStaggerDamage()}|n) |025damage.|n") victim.message(f"|430You have been staggered. You suffer a penalty on your next attack.|n") victim.stagger() victim.takeDamage(combatant, combatant.getStaggerDamage(), shot_location) victim.reportAv() else: combatant.broadcast(f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location}|n (|400{victim.av}|n)|025, dealing|n (|430{combatant.getStaggerDamage()}|n) |025damage.|n {victim.name} |025resists being staggered by the powerful attack.|n") else: if not victim.resistsAttack(): victim.stagger() combatant.broadcast( f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location} but|n {victim.name} |025manages to block with their shield. However|n {victim.name} |025is still staggered by the powerful attack.|n") else: combatant.broadcast( f"{combatant.name} |025strikes|n (|020{attack_result}|n) |025with a powerful blow to the {shot_location} but|n {victim.name} |025manages to block with their shield,|n {victim.name} |025also Resists being staggered by the powerful attack.|n") else: combatant.broadcast(f"{combatant.name} |025swings wide|n (|400{attack_result}|n)|025, missing|n {victim.name} (|020{victim.av}|n)|025.|n") # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup() else: combatant.message( f"|430To use Stagger with a bow equipped you must have the Sniper skill|n")
def func(self): combatant = Combatant(self.caller) # Check for correct command # Target handling if not self.args: self.msg("|430Usage: strike <target>|n") return elif self.args == self.caller: self.msg("|400You can't do that.|n") return elif combatant.cantFight: combatant.message("|400You are too injured to act.|n") return target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you strike you must equip a melee weapon using the command equip <weapon name>.|n" ): # Check if damage bonus comes from fayne or master_of_arms attack_result = combatant.rollAttack() shot_location = combatant.determineHitLocation(victim) if attack_result >= victim.av: if not victim.blocksWithShield(shot_location): # Get damage result and damage for weapon type combatant.broadcast( f"{combatant.name} |025strikes deftly|n (|020{attack_result}|n) |025at|n {victim.name} |025and hits|n (|400{victim.av}|n), |025dealing|n (|430{combatant.getDamage()}|n) |025damage!|n" ) victim.takeDamage(combatant, combatant.getDamage(), shot_location) victim.reportAv() else: combatant.broadcast( f"{combatant.name} |025strikes deftly|n (|020{attack_result}|n) |025at|n {victim.name} |025and hits|n (|400{victim.av}|n), |025but|n {victim.name} |025blocks with their shield.|n" ) else: combatant.broadcast( f"{combatant.name} |025swings wildly|n (|400{attack_result}|n)|025, missing|n {victim.name} (|020{victim.av}|n)|025.|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()
def func(self): combatant = Combatant(self.caller) # Check for correct command # Target handling # Check for correct command # Target handling if not self.args: self.msg("|430Usage: shoot <target>|n") return elif self.args == self.caller: self.msg("|400You can't do that.|n") return elif combatant.cantFight: combatant.message("|400You are too injured to act.|n") return elif not combatant.inventory.hasArrowsEquipped: combatant.message("|430Please equip arrows to use your bow.|n") return elif not combatant.inventory.hasArrowsLeft: combatant.message("|400You are all out of arrows.|n") return # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return victim = combatant.getVictim(self.target) loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.inventory.hasBow( "|430You need to equip a bow before you are able to shoot, using the command equip <bow name>.|n" ): if victim.isAlive: bow_penalty = 2 bow_damage = 1 attack_result = combatant.rollAttack(bow_penalty) shot_location = combatant.determineHitLocation(victim) if attack_result >= victim.av: combatant.inventory.useArrows(1) if not victim.blocksWithShield(shot_location): # Get damage result and damage for weapon type skip_av_damage = True victim.takeDamage(combatant, combatant.getDamage(), shot_location, skip_av_damage) combatant.broadcast( f"{combatant.name} |025lets loose an arrow|n (|020{attack_result}|n)|025 straight for|n {victim.name}|025's {shot_location} and hits|n (|400{victim.av}|n), |025dealing|n (|430{bow_damage}|n) |025damage!|n" ) else: combatant.broadcast( f"{combatant.name} |025lets loose an arrow|n (|020{attack_result}|n)|025 straight for|n {victim.name}'s |025{shot_location} and hits|n (|400{victim.av}|n)|025, but|n {victim.name} |025is able to raise their shield to block!|n" ) combatant.message( f"|430You have {combatant.inventory.arrowQuantity} arrows left." ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup() else: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" )
def func(self): combatant = Combatant(self.caller) # Check for correct command if not self.args: self.caller.msg("|430Usage: stun <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Get target if there is one # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() #TODO: Currently Disarm does Damage and Stun doesnt. Is that intended? if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n" ): if combatant.hasStunsRemaining( f"|400You have 0 stuns remaining or do not have the skill.\nPlease choose another action.|n" ): if not combatant.hasWeakness( f"|400You are too weak to use this attack.|n"): maneuver_difficulty = 1 attack_result = combatant.rollAttack( maneuver_difficulty) if attack_result >= victim.av: victim.stun() combatant.decreaseStuns(1) combatant.broadcast( f"{combatant.name} |025lines up behind|n {victim.name} |025and strikes|n (|020{attack_result}|n)|025, stunning them momentarily|n (|400{victim.av}|n)|025.|n" ) else: combatant.broadcast( f"{combatant.name} (|020{attack_result}|n) |025lines up behind|n {victim.name} (|400{victim.av}|n)|025, but misses their opportunity to stun them.|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()
def func(self): combatant = Combatant(self.caller) if not self.args: self.msg("|430Usage: cleave <target>|n") return if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Check for and error handle designated target target = self.caller.search(self.target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if not target: combatant.message("|430Please designate an appropriate target.|n") return if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return victim = combatant.getVictim(self.target) loop = CombatLoop(combatant.caller, target) loop.resolveCommand() if combatant.hasTurn( f"|430You need to wait until it is your turn before you are able to act.|n" ): if combatant.isArmed( f"|430Before you attack you must equip a weapon using the command equip <weapon>.|n" ): if not combatant.hasWeakness( f"|400You are too weak to use this attack.|n"): if combatant.hasCleavesRemaining( f"|400You have 0 cleaves remaining or do not have the skill.\nPlease choose another action." ): if combatant.hasTwoHandedWeapon( f"|430Before you attack you must equip a two handed weapon using the command equip <weapon>.|n" ): if victim.isAlive: #TODO: Spence sanity check - Cleave has no difficulty? maneuver_difficulty = 0 attack_result = combatant.rollAttack( maneuver_difficulty) if attack_result >= victim.av: shot_location = combatant.determineHitLocation( victim) if not victim.blocksWithShield( shot_location): combatant.decreaseCleaves(1) if not victim.resistsAttack(): skip_av_damage = True victim.takeDamage( combatant, combatant.getDamage(), shot_location, skip_av_damage) combatant.broadcast( f"|025{combatant.name} strikes|n (|020{attack_result}|n) |025with great ferocity and cleaves {victim.name}'s {shot_location}|n (|400{victim.av}|n)|025, dealing|n (|430{combatant.getDamage()}|n) |025damage|n." ) else: combatant.broadcast( f"|025{combatant.name} strikes|n (|020{attack_result}|n) |025with great ferocity and cleaves {victim.name}'s {shot_location}|n but {victim.name} |025Resists the attack with grim determination.|n" ) else: combatant.broadcast( f"|025{combatant.name} strikes|n (|020{attack_result}|n) |025with great ferocity and cleaves {victim.name}'s {shot_location}|n (|400{victim.av}|n)|025, however {victim.name} manages to block the blow with their shield!|n." ) else: combatant.broadcast( f"|025{combatant.name} swings ferociously|n (|030{attack_result}|n) |025at {victim.name}|n (|400{victim.av}|n)|025, but misses.|n" ) else: self.msg( f"|430{target.key} is dead. You only further mutiliate their body.|n" ) combatant.location.msg_contents( f"|025{combatant.key} further mutilates the corpse of {target.key}.|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()
def func(self): combatant = Combatant(self.caller) if not self.target: self.caller.msg("|430Usage: sunder <target>|n") return # Init combat helper class for logic h = Helper(self.caller) if not h.canFight(self.caller): self.caller.msg("|400You are too injured to act.|n") return # Check for and error handle designated target target = self.caller.search(self.target) victim = combatant.getVictim(self.target) if not target.db.bleed_points: combatant.message( f"{victim.name} |400is dead. You only further mutiliate their body.|n" ) combatant.broadcast( f"{combatant.name} |025further mutilates the corpse of|n {victim.name}|025.|n" ) return loop = CombatLoop(combatant.caller, combatant.target) loop.resolveCommand() # Run logic for cleave command if not self.caller.db.combat_turn: self.msg( "|430You need to wait until it is your turn before you are able to act.|n" ) return combat_stats = h.getMeleeCombatStats(self.caller) target_stats = h.getMeleeCombatStats(target) # Confirm whether object carried is a two handed weapon right_hand_item = combat_stats.get("right_slot", '') rightObject = self.caller.search(right_hand_item) isTwoHanded = True if rightObject.db.twohanded else False left_hand_item = combat_stats.get("left_slot", '') sundersRemaining = self.caller.db.sunder if not isTwoHanded: self.msg( "|430Before you attack you must equip a two-handed weapon using the command equip <weapon name>.|n" ) return if sundersRemaining <= 0: self.caller.msg( "|400You have 0 sunders remaining or do not have the skill.\nPlease choose another action.|n" ) return die_result = h.fayneChecker(combat_stats.get("master_of_arms", 0), combat_stats.get("wylding_hand", 0)) # Get damage result and damage for weapon type attack_result = ( die_result + self.caller.db.weapon_level) - combat_stats.get( "dmg_penalty", 0) - combat_stats.get("weakness", 0) damage = 2 if combat_stats.get("two_handed", False) else 1 target_av = target.db.av shot_location = h.shotFinder(target.db.targetArray) if attack_result >= target.db.av: # Check target left and right slots for items. Decrement material value from right and then left. # If no more items, subtract damage as normal. if target_stats.get("right_slot", ''): # Get item and material value for right slot. right_item = self.caller.search(target.db.right_slot[0], location=target) right_mv = right_item.db.material_value # Decrement one from material value. # Check to make sure it won't go below 0. if (right_mv - 1) <= 0: right_item.db.material_value = 0 right_item.db.broken = True # If two handed, remove from both slots if right_item.db.twohanded: target.db.left_slot.clear() # Remove right slot target.db.right_slot.remove(right_item) self.caller.location.msg_contents( f"{self.caller.key} |025strikes|n (|020{attack_result}|n) |025with great ferocity and sunders|n {target.key}|025's {right_item.key}|n (|400{target.db.av}|n)|025, breaking it.|n" ) else: right_item.db.material_value -= 1 self.caller.location.msg_contents( f"{self.caller.key} |025strikes|n (|020{attack_result}|n) |025with great ferocity and damages|n {target.key}|025's {right_item.key}|n (|400{target.db.av}|n)|025.|n" ) elif target_stats.get("left_slot", ''): # Get item and material value for right slot. left_item = self.caller.search(target.db.left_slot[0], location=target) left_mv = left_item.db.material_value # Decrement one from material value if (left_mv - 1) <= 0: left_item.db.material_value = 0 left_item.db.broken = True # if utils.inherits_from(target, Npc): # target.db.skip_turn = 1 target.db.left_slot.remove(left_item) self.caller.location.msg_contents( f"{self.caller.key} |025strikes|n (|020{attack_result}|n) |025with great ferocity and sunders|n {target.key}|025's {left_item.key}|n (|400{target.db.av}|n)|025, breaking it.|n" ) else: left_item.db.material_value -= 1 self.caller.location.msg_contents( f"{self.caller.key} |025strikes|n (|020{attack_result}|n) |025with great ferocity and damages|n {target.key}|025's {left_item.key}|n (|400{target.db.av}|n)|025.|n" ) # Do damage resolution block elif target_av: # subtract damage from corresponding target stage (shield_value, armor, tough, body) new_av = h.damageSubtractor(damage, target, self.caller) # Update target av to new av score per damageSubtractor target.db.av = new_av self.caller.location.msg_contents( f"{self.caller.key} |025strikes with great ferocity|n (|020{attack_result}|n) |025at|n {target.key} |025and hits|n (|400{target_av}|n), |025dealing|n |430{damage}|n |025damage!|n" ) target.msg( f"|430Your new total Armor Value is {new_av}:\nShield: {target.db.shield}\nArmor Specialist: {target.db.armor_specialist}\nArmor: {target.db.armor}\nTough: {target.db.tough}|n" ) else: self.caller.location.msg_contents( f"{self.caller.key} |025strikes with great ferocity|n (|020{attack_result}|n) |025at|n {target.key}|025's {shot_location} and hits|n (|400{target_av}|n), |025dealing|n |430{damage}|n |025damage!|n" ) # First torso shot always takes body to 0. Does not pass excess damage to bleed points. if shot_location == "torso" and target.db.body > 0: target.db.body = 0 self.caller.location.msg_contents( f"{target.key} |025has been fatally wounded and is now bleeding to death. They will soon be unconscious.|n" ) else: h.deathSubtractor(damage, target, self.caller) # Decrement amount of cleaves from amount in database self.caller.db.sunder -= 1 else: self.caller.location.msg_contents( f"{self.caller.key} |025strikes a devastating blow at|n {target.key}|025, but misses.|n" ) # Clean up # Set self.caller's combat_turn to 0. Can no longer use combat commands. loop.combatTurnOff(self.caller) loop.cleanup()
def func(self): if self.caller.db.blacksmith: pass elif self.caller.db.bowyer: pass elif self.caller.db.artificer: pass elif self.caller.db.gunsmith: pass else: self.msg( f"|400You don't have the proper skills to repair a {self.item}.|n" ) return use_err_msg = "|430Usage: repair <item>|n" if not self.item: self.msg(use_err_msg) return # Search for designated prototypes try: item = self.caller.search(self.item, location=self.caller) except KeyError: self.msg( "|430Item not found, or more than one match. Please try again.|n" ) else: if item: # Check that cooldown has expired. combatant = Combatant(self.caller) seconds_left = combatant.secondsUntilNextRepair(time.time()) if seconds_left > 0: combatant.message( f"|430You cannot use this ability for another {math.floor(seconds_left/60)} minutes and {seconds_left % 60} seconds.|n" ) return item_lower = item.key.lower().replace(" ", "_") prototype = prototypes.search_prototype(item_lower, require_single=True) # Get search response prototype_data = prototype[0] # Get item attributes and who makes it. item_data = prototype_data['attrs'] craft_source = item_data[0][1] # Make sure item has material value attribute. if item_data[9][0] == "material_value": material_value = item_data[9][1] else: self.msg(f"{item.key} cannot be repaired.") return if craft_source in ("blacksmith", "bowyer", "gunsmith"): # Set command time execution now = time.time() combatant.setRepairTimer(now) # Reset stats item.db.broken = False item.db.patched = False item.db.material_value = material_value self.msg(f"You repair the {item}.") else: self.msg("|430You cannot repair this item|n.") else: return
def func(self): # Check for correct command if not self.args: self.caller.msg( "|430Usage: restore <target>\nThis command has a 15 minute cooldown.|n" ) return combatant = Combatant(self.caller) if combatant.cantFight: combatant.message("|400You are too injured to act.|n") return # Get target if there is one target = self.caller.search(self.target) victim = Combatant(target) # Pass all checks now execute command. # Use parsed args in combat loop. Handles turn order in combat. if target: if victim.inCombat() or combatant.inCombat(): combatant.message( "|430You can't perform this action while you or the target are in combat.|n" ) return else: combatant.message("|430Please designate an appropriate target.|n") return if not combatant.hasChirurgeonsKit(): combatant.message( f"|400You are out of materials in your Chirurgeon's kit|n") return # Check for cooldown now = time.time() seconds_left = combatant.secondsUntilNextChirurgery(time.time()) if combatant.chirurgeon() and seconds_left > 0: combatant.message( f"|430You cannot use this ability for another {math.floor(seconds_left/60)} minutes and {seconds_left % 60} seconds.|n" ) return elif combatant.chirurgeon(): """ Set death_points, bleed_points, body, and tough back to maximum. Set weakness attr to 0 """ # Set target stats victim.setBody(3) victim.setDeathPoints(3) victim.removeWeakness() victim.resetTough() victim.resetBleedPoints() # Set command time execution combatant.setChirurgeryTimer(now) combatant.useChirurgeonsKit() combatant.message( f"After some time and many delicate procedures, you skillfully heal {victim.name}" ) victim.message( f"You have been restored to your full measure of health thanks to {target.name}'s skillful application of the healing arts." ) else: self.msg("|400You are not skilled enough.|n")