Beispiel #1
0
 def create_weapon(self, player):
     return Weapon(4,
                   2,
                   effects=[
                       Effect(CharacterAttack(IsHero()),
                              ActionTag(Heal(2), HeroSelector()))
                   ])
Beispiel #2
0
 def create_weapon(self, player):
     return Weapon(7,
                   1,
                   effects=[
                       Effect(
                           CharacterAttack(And(IsHero(), TargetIsMinion())),
                           ActionTag(IncreaseDurability(), HeroSelector()))
                   ])
Beispiel #3
0
 def create_weapon(self, player):
     return Weapon(5,
                   2,
                   effects=[
                       Effect(
                           CharacterAttack(IsHero()),
                           ActionTag(
                               Give(BuffUntil(Immune(), AttackCompleted())),
                               HeroSelector()))
                   ])
Beispiel #4
0
 def create_minion(self, player):
     return Minion(
         4,
         4,
         effects=[
             Effect(
                 CharacterDamaged(And(IsHero(), OwnersTurn())),
                 ActionTag(
                     Give([Buff(ChangeAttack(2)),
                           Buff(ChangeHealth(2))]), SelfSelector()))
         ])
Beispiel #5
0
 def create_minion(self, player):
     return Minion(4,
                   4,
                   effects=[
                       Effect(
                           CharacterDamaged(And(IsHero(), OwnersTurn())),
                           ActionTag(
                               Give([
                                   Add(CHARACTER_STATUS.ATTACK, 2),
                                   Add(CHARACTER_STATUS.HEALTH, 2)
                               ]), SelfSelector()))
                   ])
Beispiel #6
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 def create_weapon(self, player):
     return Weapon(
         7,
         1,
         effects=[
             Effect(CharacterAttack(And(IsHero(), TargetIsMinion())), [
                 ActionTag(IncreaseDurability(), HeroSelector()),
                 ActionTag(IncreaseWeaponAttack(-1), HeroSelector()),
                 ActionTag(
                     Give(BuffUntil(ChangeAttack(1), AttackCompleted())),
                     HeroSelector())
             ])
         ])
Beispiel #7
0
 def create_weapon(self, player):
     return Weapon(4,
                   2,
                   effects=[
                       Effect(
                           CharacterAttack(IsHero()),
                           ActionTag(
                               ChangeTarget(
                                   CharacterSelector(
                                       NotCurrentTarget(), EnemyPlayer(),
                                       RandomPicker())), HeroSelector(),
                               And(OneIn(2),
                                   OpponentMinionCountIsGreaterThan(0))))
                   ])