Ydice

label your\_dice\_pool:

```
   $ sword_dice = 0
   $ combo_dice = 0
   $ shield_dice = 0
   $ magic_dice = 0
   $ talk_dice = 0
   $ hart_dice = 0

```

```
   if re_roll_dice1==True and dice_1_status=="none":
       if klass=="warrior":
           $ dice_1 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_1 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_1 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_1 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_1 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice1 = False

   if dice_1=="sword":
       $ sword_dice += 1
   elif dice_1=="combo":
       $ combo_dice += 1
   elif dice_1=="shield":
       $ shield_dice += 1
   elif dice_1=="magic":
       $ magic_dice += 1
   elif dice_1=="talk":
       $ talk_dice += 1
   elif dice_1=="hart":
       $ hart_dice += 1
   else:
       pass

```

```
   if re_roll_dice2==True and dice_2_status=="none":
       if klass=="warrior":
           $ dice_2 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_2 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_2 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_2 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_2 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice2 = False

   if dice_2=="sword":
       $ sword_dice += 1
   elif dice_2=="combo":
       $ combo_dice += 1
   elif dice_2=="shield":
       $ shield_dice += 1
   elif dice_2=="magic":
       $ magic_dice += 1
   elif dice_2=="talk":
       $ talk_dice += 1
   elif dice_2=="hart":
       $ hart_dice += 1
   else:
       pass

   if re_roll_dice3==True and dice>2 and dice_3_status=="none":
       if klass=="warrior":
           $ dice_3 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_3 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_3 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_3 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_3 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice3 = False

   if dice_3=="sword":
       $ sword_dice += 1
   elif dice_3=="combo":
       $ combo_dice += 1
   elif dice_3=="shield":
       $ shield_dice += 1
   elif dice_3=="magic":
       $ magic_dice += 1
   elif dice_3=="talk":
       $ talk_dice += 1
   elif dice_3=="hart":
       $ hart_dice += 1
   else:
       pass

   if re_roll_dice4==True and dice>3 and dice_4_status=="none":
       if klass=="warrior":
           $ dice_4 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_4 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_4 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_4 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_4 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice4 = False

   if dice_4=="sword":
       $ sword_dice += 1
   elif dice_4=="combo":
       $ combo_dice += 1
   elif dice_4=="shield":
       $ shield_dice += 1
   elif dice_4=="magic":
       $ magic_dice += 1
   elif dice_4=="talk":
       $ talk_dice += 1
   elif dice_4=="hart":
       $ hart_dice += 1
   else:
       pass

   if re_roll_dice5==True and dice>4 and dice_5_status=="none":
       if klass=="warrior":
           $ dice_5 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_5 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_5 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_5 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_5 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice5 = False

   if dice_5=="sword":
       $ sword_dice += 1
   elif dice_5=="combo":
       $ combo_dice += 1
   elif dice_5=="shield":
       $ shield_dice += 1
   elif dice_5=="magic":
       $ magic_dice += 1
   elif dice_5=="talk":
       $ talk_dice += 1
   elif dice_5=="hart":
       $ hart_dice += 1
   else:
       pass

   if re_roll_dice6==True and dice>5 and dice_6_status=="none":
       if klass=="warrior":
           $ dice_6 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_6 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_6 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_6 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_6 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice6 = False

   if dice_6=="sword":
       $ sword_dice += 1
   elif dice_6=="combo":
       $ combo_dice += 1
   elif dice_6=="shield":
       $ shield_dice += 1
   elif dice_6=="magic":
       $ magic_dice += 1
   elif dice_6=="talk":
       $ talk_dice += 1
   elif dice_6=="hart":
       $ hart_dice += 1
   else:
       pass

   if re_roll_dice7==True and dice==7 and dice_7_status=="none":
       if klass=="warrior":
           $ dice_7 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo'])
       if klass=="mage":
           $ dice_7 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo'])
       if klass=="cleric":
           $ dice_7 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart'])
       if klass=="bard":
           $ dice_7 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo'])
       if klass=="rouge":
           $ dice_7 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

```

```
       $ re_roll_dice7 = False

   if dice_7=="sword":
       $ sword_dice += 1
   elif dice_7=="combo":
       $ combo_dice += 1
   elif dice_7=="shield":
       $ shield_dice += 1
   elif dice_7=="magic":
       $ magic_dice += 1
   elif dice_7=="talk":
       $ talk_dice += 1
   elif dice_7=="hart":
       $ hart_dice += 1
   else:
       pass

   call show_dice
   #call armor_bonuses

```

```
   return

```

label remove\_dice\_used:

```
   if dice_1 == dice_remove and not dice_used==0:
       $ dice_1 = "used"
       $ dice_1_status = "used"
       $ dice_used -= 1
   if dice_2 == dice_remove and not dice_used==0:
       $ dice_2 = "used"
       $ dice_2_status = "used"
       $ dice_used -= 1
   if dice_3 == dice_remove and not dice_used==0:
       $ dice_3 = "used"
       $ dice_3_status = "used"
       $ dice_used -= 1
   if dice_4 == dice_remove and not dice_used==0:
       $ dice_4 = "used"
       $ dice_4_status = "used"
       $ dice_used -= 1
   if dice_5 == dice_remove and not dice_used==0:
       $ dice_5 = "used"
       $ dice_5_status = "used"
       $ dice_used -= 1
   if dice_6 == dice_remove and not dice_used==0:
       $ dice_6 = "used"
       $ dice_6_status = "used"
       $ dice_used -= 1
   if dice_7 == dice_remove and not dice_used==0:
       $ dice_7 = "used"
       $ dice_7_status = "used"
       $ dice_used -= 1

```

```
   return

```

label update\_dice:

```
   if dice_1_status == "stunned 3":
       $ dice_1 = "stunned 2"
       $ dice_1_status = "stunned 2"
   elif dice_1_status == "stunned 2":
       $ dice_1 = "stunned 1"
       $ dice_1_status = "stunned 1"
   elif dice_1_status == "stunned 1":
       $ dice_1 = "none"
       $ dice_1_status = "none"
   elif dice_1_status == "used":
       $ dice_1 = "none"
       $ dice_1_status = "none"
   else:
       pass

   if dice_2_status == "stunned 3":
       $ dice_2 = "stunned 2"
       $ dice_2_status = "stunned 2"
   elif dice_2_status == "stunned 2":
       $ dice_2 = "stunned 1"
       $ dice_2_status = "stunned 1"
   elif dice_2_status == "stunned 1":
       $ dice_2 = "none"
       $ dice_2_status = "none"
   elif dice_2_status == "used":
       $ dice_2 = "none"
       $ dice_2_status = "none"
   else:
       pass

```

```
   if dice_3_status == "stunned 3":
       $ dice_3 = "stunned 2"
       $ dice_3_status = "stunned 2"
   elif dice_3_status == "stunned 2":
       $ dice_3 = "stunned 1"
       $ dice_3_status = "stunned 1"
   elif dice_3_status == "stunned 1":
       $ dice_3 = "none"
       $ dice_3_status = "none"
   elif dice_3_status == "used":
       $ dice_3 = "none"
       $ dice_3_status = "none"
   else:
       pass

```

```
   if dice_4_status == "stunned 3":
       $ dice_4 = "stunned 2"
       $ dice_4_status = "stunned 2"
   elif dice_4_status == "stunned 2":
       $ dice_4 = "stunned 1"
       $ dice_4_status = "stunned 1"
   elif dice_4_status == "stunned 1":
       $ dice_4 = "none"
       $ dice_4_status = "none"
   elif dice_4_status == "used":
       $ dice_4 = "none"
       $ dice_4_status = "none"
   else:
       pass

```

```
   if dice_5_status == "stunned 3":
       $ dice_5 = "stunned 2"
       $ dice_5_status = "stunned 2"
   elif dice_5_status == "stunned 2":
       $ dice_5 = "stunned 1"
       $ dice_5_status = "stunned 1"
   elif dice_5_status == "stunned 1":
       $ dice_5 = "none"
       $ dice_5_status = "none"
   elif dice_5_status == "used":
       $ dice_5 = "none"
       $ dice_5_status = "none"
   else:
       pass

```

```
   if dice_6_status == "stunned 3":
       $ dice_6 = "stunned 2"
       $ dice_6_status = "stunned 2"
   elif dice_6_status == "stunned 2":
       $ dice_6 = "stunned 1"
       $ dice_6_status = "stunned 1"
   elif dice_6_status == "stunned 1":
       $ dice_6 = "none"
       $ dice_6_status = "none"
   elif dice_6_status == "used":
       $ dice_6 = "none"
       $ dice_6_status = "none"
   else:
       pass

```

```
   if dice_7_status == "stunned 3":
       $ dice_7 = "stunned 2"
       $ dice_7_status = "stunned 2"
   elif dice_7_status == "stunned 2":
       $ dice_7 = "stunned 1"
       $ dice_7_status = "stunned 1"
   elif dice_7_status == "stunned 1":
       $ dice_7 = "none"
       $ dice_7_status = "none"
   elif dice_7_status == "used":
       $ dice_7 = "none"
       $ dice_7_status = "none"
   else:
       pass

```

```
   return

```

label stun\_monster:

```
   if monster_dice_1_status=="none" or monster_dice_1_status=="used":
       $ monster_dice_1_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   elif monster_dice_2_status=="none" or monster_dice_2_status=="used":
       $ monster_dice_2_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   elif monster_dice_3_status=="none" or monster_dice_3_status=="used":
       $ monster_dice_3_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   elif monster_dice_4_status=="none" or monster_dice_4_status=="used":
       $ monster_dice_4_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   elif monster_dice_5_status=="none" or monster_dice_5_status=="used":
       $ monster_dice_5_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   elif monster_dice_6_status=="none" or monster_dice_6_status=="used":
       $ monster_dice_6_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   elif monster_dice_7_status=="none" or monster_dice_6_status=="used":
       $ monster_dice_7_status = renpy.random.choice(['stunned 2', 'stunned 3'])

   else:
       pass

   return

```

label update\_status\_turnend:

```
   $ status_dice_check = renpy.random.randint(1, 4)

```

```
   if player_status == "none":
       pass

   elif player_status == "poison":
       "You are poisoned, you take 20 damage."
       $ HP -= 20
       if HP<0:
           jump game_over
       else:
           pass

```

```
           "You put out the fire."
           $ player_status = "none"
       else:
           "You are burnt and take 30 damage!"
           $ HP -= 30
           if HP<0:
               jump game_over
           else:
               pass

   else:
       pass

```

```
   return

```

label update\_status\_turnsta:

```
   $ status_dice_check = renpy.random.randint(1, 4)

```

```
   if player_status == "none":
       pass

           "You are paralyzed and is unable to move this turn."
           $ player_turn = "monster"
       else:
           pass

```

```
           "You are charmed and therefor hit yourself."
           $ HP -= 10
           if HP<0:
               jump game_over
           else:
               pass
           $ player_turn = "monster"
       elif status_dice_check>2:
           "You are charmed and is unable to move this turn."
           $ player_turn = "monster"
       else:
           pass

           "You are confused and therfor hit yourslef."
           $ HP -= 10
           if HP<0:
               jump game_over
           else:
               pass
           $ player_turn = "monster"
       else:
           pass

   else:
       pass

   return

```