import math import random async def get_dodge_chance(dexterity, dodge, coefficient=110): system_percentage = (dodge + (dexterity / 3)) / ((dodge+(dexterity / 3)) + coefficient) return system_percentage async def get_block_chance(strength, block, coefficient=30): strength_bonus = 0 if strength < 17 else math.floor((strength-17) / 3) system_percentage = (block + (strength_bonus / 3)) / ((block + (strength_bonus / 3)) + coefficient) return system_percentage async def get_luck_chance(luck, coefficient=50): luck_rolls = round((luck / (luck + coefficient)) * 15, 0) return int(luck_rolls) async def get_attack_power(strength, dexterity): str_bonus = strength * 1 dex_bonus = math.floor(dexterity / 2) attack_power = random.uniform((str_bonus + dex_bonus) * 1.1, (str_bonus + dex_bonus) * 0.9) return math.floor(attack_power) async def get_hit_chance(dexterity, accuracy, coefficient=50): system_percentage = (accuracy + (dexterity / 3)) / ((accuracy + (dexterity / 3)) + coefficient) return system_percentage async def get_max_life(strength, constitution): str_bonus = math.floor(strength / 3) con_bonus = constitution * 2 max_life = con_bonus + str_bonus return math.floor(max_life) async def get_armour_percentage(armour, strength, constitution, coefficient=80): strength_bonus = 0 if strength < 20 else math.floor((strength-16) / 4) constitution_bonus = 0 if constitution < 20 else math.floor((constitution-16) / 4) armour_bonus = armour * 3 armour_perc = (strength_bonus + constitution_bonus + armour_bonus / 3) / ((strength_bonus + constitution_bonus + armour_bonus / 3) + coefficient) return round(armour_perc, 2) async def get_crit_percentage(dexterity, critical, coefficient=100): critical = critical * 2 dexterity_bonus = math.floor(dexterity / 3) critical_chance = (critical + dexterity_bonus / 3) / ((critical + dexterity_bonus / 3) + coefficient) return round(critical_chance, 2)