Attacks

label player\_attacks:

```
   menu:
       "what actions do you wish to do?"

```

```
##################################
## 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)

```

```
##################################
## 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

```

```
##################################
## 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

```