// defend button event
    public void OnDefendButtonClick()
    {
        if (!enemyRolled)                                  // if enemy did not rolled yet
        {
            enemyDices.AIreroll(playerDices.GetOutcome()); // reroll enemy dices
            enemyRolled = true;                            // enemy rolled
        }

        if (stage != 0)                                                                          // only avaliable if dices were rolled at least once
        {
            if (enemyDices.GetOutcome() > playerDices.GetOutcome())                              // if player hp is to be drained, else nothing happens
            {
                playerHP -= enemyDices.GetOutcome() - playerDices.GetOutcome();                  // decrement player hp
                playerHB.RemoveHP(5.625f / (float)playerMaxHP * (float)enemyDices.GetOutcome()); // move hp bar
                if (playerHP <= 0)
                {
                    playerHP = 0;                        // check if player hp isn't below 0
                }
                playerHPtext.text = playerHP.ToString(); // change hp points text
            }

            EndCheck();                   // check if battle should end
            stage = 0;                    // reset stage index
            rollButtonText.text = "ROLL"; // return roll button text to roll
        }
    }
    // roll button event
    public void OnRollButtonClick()
    {
        switch (stage)                      // check stage of round
        {
        case 0:                             // dices has not been rolled yet > reroll selected dices
            stage       = 1;                // set stage phase to 1
            enemyRolled = false;            // enemy did not rolled yet
            enemyDices.RollSet();           // roll enemy dices
            playerDices.RollSet();          // roll player dices
            rollButtonText.text = "REROLL"; // change roll text to reroll on roll button
            break;

        case 1:                                                // all dices were rolled once > lock roll button
            if (!enemyRolled)                                  // if enemy did not rolled yet
            {
                enemyDices.AIreroll(playerDices.GetOutcome()); // reroll enemy dices
                enemyRolled = true;                            // enemy rolled
            }

            stage = 2;                      // set stage phase to 2
            playerDices.RerollSet();        // reroll player dices (selected only)
            rollButtonText.text = "DECIDE"; // change roll button text to decide
            break;

        default:
            break;
        }
    }