cypher_pcs.py
def take_damage(self, damage=1, ignore_armor=False, targeted_pool="might"):
        """
        Deals damage, starting at might, trickling down to speed and then int if the pools are empty
        Args:
        damage: how much damage dealt
        ignore_armor: whether the attack ignores armor
        targeted_pool: which pool the damage is targeting, all lowercase
        :return: True if the attack does damage, False if it does not
        """
        if not ignore_armor:
            damage -= self.armor()
            if damage <= 0:
                return False
        starting_pool = self.which_stat(targeted_pool)
        stats = self.current_pools()
        new_damage_track = 0
        for i in range(len(stats)):
            pool = (starting_pool+i)%len(stats)
            stats[pool] -= damage
            if stats[pool] >= 0:
                damage = 0
            else:
                damage = -1 * stats[pool]  # removes negative
                stats[pool] = 0
                new_damage_track += 1
        if new_damage_track > self.damage_track_position():
            self._damage_track_position = new_damage_track
        return True

        Deals damage, starting at might, trickling down to speed and then int if the pools are empty
        Args:
        damage: how much damage dealt
        ignore_armor: whether the attack ignores armor
        targeted_pool: which pool the damage is targeting, all lowercase
        :return: True if the attack does damage, False if it does not
        
Deals damage, starting at might, trickling down to speed and then int if the pools are empty
Args:
damage: how much damage dealt
ignore_armor: whether the attack ignores armor
targeted_pool: which pool the damage is targeting, all lowercase
Deals damage starting at might trickling down to speed and then int if the pools are empty Args : damage : how much damage dealt ignore_armor : whether the attack ignores armor targeted_pool : which pool the damage is targeting all lowercase
def take_damage(self, damage=1, ignore_armor=False, targeted_pool="might"):
        if not ignore_armor:
            damage -= self.armor()
            if damage <= 0:
                return False
        starting_pool = self.which_stat(targeted_pool)
        stats = self.current_pools()
        new_damage_track = 0
        for i in range(len(stats)):
            pool = (starting_pool+i)%len(stats)
            stats[pool] -= damage
            if stats[pool] >= 0:
                damage = 0
            else:
                damage = -1 * stats[pool]  
                stats[pool] = 0
                new_damage_track += 1
        if new_damage_track > self.damage_track_position():
            self._damage_track_position = new_damage_track
        return True
def take_damage ( self , damage = 1 , ignore_armor = False , targeted_pool = "might" ) : if not ignore_armor : damage -= self . armor ( ) if damage <= 0 : return False starting_pool = self . which_stat ( targeted_pool ) stats = self . current_pools ( ) new_damage_track = 0 for i in range ( len ( stats ) ) : pool = ( starting_pool + i ) % len ( stats ) stats [ pool ] -= damage if stats [ pool ] >= 0 : damage = 0 else : damage = - 1 * stats [ pool ] stats [ pool ] = 0 new_damage_track += 1 if new_damage_track > self . damage_track_position ( ) : self . _damage_track_position = new_damage_track return True
Deals damage, starting at might, trickling down to speed and then int if the pools are empty
Args:
damage: how much damage dealt
ignore_armor: whether the attack ignores armor
targeted_pool: which pool the damage is targeting, all lowercase
Deals damage starting at might trickling down to speed and then int if the pools are empty Args : damage : how much damage dealt ignore_armor : whether the attack ignores armor targeted_pool : which pool the damage is targeting all lowercase
"""
        Deals damage, starting at might, trickling down to speed and then int if the pools are empty
        Args:
        damage: how much damage dealt
        ignore_armor: whether the attack ignores armor
        targeted_pool: which pool the damage is targeting, all lowercase
        :return: True if the attack does damage, False if it does not
        """ # removes negative

True if the attack does damage, False if it does not
True if the attack does damage False if it does not
self
damage
ignore_armor
targeted_pool