Attacks

label player_attacks: menu: "what actions do you wish to do?"


 * 1) Basic Attacks #################
 * 1) Basic Attacks #################

"Slash: all swords" if sword_dice>=1: $ blocking = shield_monster_dice*2 $ damage = sword_dice+strenght-blocking show monster hurt # show y attack $ renpy.pause(2.0) show y tough show monster normal "You hit %(target_enemie)s for %(damage)d damage." $ monster_HP -= damage #$ show_monsterHP = True $ dice_remove = "sword" $ dice_used = sword_dice call remove_dice_used $ sword_dice = 0

"Combo Strike: all combo" if combo_dice>=2: $ blocking = shield_monster_dice $ damage = combo_dice+dexterity*2-blocking show monster hurt # show y attack $ renpy.pause(2.0) show y tough show monster normal "You hit %(target_enemie)s for %(damage)d damage." $ monster_HP -= damage $ show_monsterHP = True $ dice_remove = "combo" $ dice_used = combo_dice call remove_dice_used $ combo_dice = 0

"Swipe: 1 sword, 1 combo" if sword_dice>=1 and combo_dice>=1: $ damage = strenght+dexterity show monster hurt # show y attack $ renpy.pause(2.0) show y tough show monster normal "You hit %(target_enemie)s for %(damage)d damage." $ monster_HP -= damage $ show_monsterHP = True $ dice_remove = "combo" $ dice_used = 1 call remove_dice_used $ combo_dice -= 1 $ dice_remove = "sword" $ dice_used = 1 call remove_dice_used $ sword_dice -= 1

"Magic arrow: all magic" if magic_dice>=1: $ damage = magic_dice+inteligence show monster hurt # show y attack $ renpy.pause(2.0) show y tough show monster normal "You hit %(target_enemie)s for %(damage)d damage." $ monster_HP -= damage $ show_monsterHP = True $ dice_remove = "magic" $ dice_used = magic_dice call remove_dice_used $ magic_dice = 0

# Clense (Remove status effects on your dice) # Sheild/Block (Grants you extra defence)


 * 1) Skill Attacks #################
 * 1) Skill Attacks #################

"Shield Smash: 1 combo, 1 sword, 1 shield" if sword_dice>=1 and shield_dice>=1 and combo_dice>=1 and skill_shield_smash==True: $ damage = 5

#show expression Text("{color=ff0000}{font=LHFmisterkookyREG_0.TTF}-%(damage){/font}{/color}",                #size=50,                 #yalign=0.5, # Centers the text -- Toward Bottom.                #xalign=0.7, # Centers the text -- Toward Right.                 #drop_shadow=(2, 2)) as text #with dissolve show monster hurt # show y attack $ renpy.pause(2.0) show y tough show monster normal "You hit %(target_enemie)s for %(damage)d damage." $ monster_HP -= damage $ show_monsterHP = True "%(target_enemie)s is stunned!" # call stun_monster $ dice_remove = "sword" $ dice_used = 1 call remove_dice_used $ sword_dice -= 1 $ dice_remove = "combo" $ dice_used = 1 call remove_dice_used $ combo_dice -= 1 $ dice_remove = "shield" $ dice_used = 1 call remove_dice_used $ shield_dice -= 1

"Heal: all hart" if hart_dice>=1 and skill_heal==True: "You heal your self." $ heal = hart_dice+inteligence #show expression Text("{color=00ff00}{font=LHFmisterkookyREG_0.TTF}+%(heal){/font}{/color}",                #size=50,                 #yalign=0.5, # Centers the text -- Toward Bottom.                #xalign=0.3, # Centers the text -- Toward Right.                 #drop_shadow=(2, 2)) as text #with dissolve if HP+heal>max_HP: $ HP = max_HP else: $ HP += heal $ dice_remove = "hart" $ dice_used = hart_dice call remove_dice_used $ hart_dice = 0

"Fire Ball: 2 magic" if magic_dice>=2 and skill_fire_ball==True: $ damage = 5+magic_dice+inteligence show monster hurt # show y attack $ renpy.pause(2.0) show y tough show monster normal "You hit %(target_enemie)s for %(damage)d damage." $ monster_HP -= damage $ show_monsterHP = True $ dice_remove = "magic" $ dice_used = 2 call remove_dice_used $ magic_dice -= 2


 * 1) Other #########################
 * 1) Other #########################

"Flee": if talk_dice+renpy.random.randint(1, 20)>= 10: "You flee the battle!" $ player_turn = "none" $ battle_continue = False else: "The monster blocks your way!" $ player_turn = "monster"

"I change my mind": pass

call show_dice call show_monster_dice return