dice_advanced_uses.lua
dice = require('dice')
math.randomseed(os.time())
l_hand_weap, r_hand_weap = dice:new('1d6'), dice:new('2d4')
attacks = {l_hand_weap:roll(), r_hand_weap:roll()}
for _, attack in ipairs(attacks) do
end
sleep_duration = dice.roll('1d100+50')
confusion_duration = dice.roll('1d10')
poison_damage = dice.roll('1d3')
basic_weapon = dice:new('1d4')
if basic_weapon:isCursed() then basic_weapon = basic_weapon ^ -1
elseif basic_weapon:isBlessed() then basic_weapon = basic_weapon ^ 1
end
if player:hasMasteredSkill() then
end
weapon_to_hit = dice:new('1d20')
if weapon_to_hit:roll() > enemy_def then
end
gattling_gun = dice:new('(1d5)x6')
for _, damage in ipairs( {gattling_gun:roll()} ) do
if to_hit:roll() > enemy_dodge then
else
end
end