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- import random
- def getDamage(abilityModifier, profBonus, dmgDice, greatWeaponFighting, greatWeaponMaster, improvedSmite, bonusDamge, enemyAc):
- toHit = random.randint(1,20)
- bonusDamage = 0
- if (toHit == 20):
- toHit = 1000
- bonusDamage = random.randint(1,dmgDice)
- if greatWeaponFighting and bonusDamage <= 2:
- bonusDamage = random.randint(1, dmgDice)
- if (toHit == 1):
- return 0
- toHit += abilityModifier + profBonus
- if greatWeaponMaster == 1:
- toHit -= 5
- if toHit < enemyAc:
- return 0
- damage = random.randint(1, dmgDice)
- if greatWeaponFighting and damage <= 2:
- damage = random.randint(1, dmgDice)
- damage += abilityModifier + bonusDamage
- if greatWeaponMaster:
- damage += 10
- if improvedSmite:
- damage += random.randint(1,8)
- damage += bonusDamage
- return damage
- def getAverage(abilityModifier, profBonus, dmgDice, greatWeaponFighting, greatWeaponMaster, improvedSmite, bonusDamage, enemyAc):
- totalDamage = 0
- for i in range (0, 100000):
- totalDamage += getDamage(abilityModifier, profBonus, dmgDice, greatWeaponFighting, greatWeaponMaster, improvedSmite, bonusDamage, enemyAc)
- return totalDamage/100000
- print(getAverage(4,4,10,1,1,1,3,13),getAverage(5,4,10,1,0,1,3,13) )
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