Ejemplo n.º 1
0
    def create_weapon(self, player):
        def heal(attacker):
            player.hero.heal(player.effective_heal_power(2), self)

        def on_destroy():
            player.hero.unbind("attack", heal)

        weapon = Weapon(4, 2)
        player.hero.bind("attack", heal)
        weapon.bind_once("destroyed", on_destroy)
        return weapon
Ejemplo n.º 2
0
    def create_weapon(self, player):
        def heal(attacker):
            player.hero.heal(player.effective_heal_power(2), self)

        def on_destroy():
            player.hero.unbind("attack", heal)

        weapon = Weapon(4, 2)
        player.hero.bind("attack", heal)
        weapon.bind_once("destroyed", on_destroy)
        return weapon
Ejemplo n.º 3
0
    def create_weapon(self, player):
        def buff_minion(minion):
            if minion.player is player:
                minion.increase_health(1)
                minion.change_attack(1)
                weapon.durability -= 1
                if weapon.durability == 0:
                    weapon.destroy()

        def on_destroy():
            player.unbind("minion_summoned", buff_minion)

        weapon = Weapon(1, 5)
        player.bind("minion_summoned", buff_minion)
        weapon.bind_once("destroyed", on_destroy)
        return weapon
Ejemplo n.º 4
0
    def create_weapon(self, player):
        def buff_minion(minion):
            if minion.player is player:
                minion.increase_health(1)
                minion.change_attack(1)
                weapon.durability -= 1
                if weapon.durability == 0:
                    weapon.destroy()

        def on_destroy():
            player.unbind("minion_summoned", buff_minion)

        weapon = Weapon(1, 5)
        player.bind("minion_summoned", buff_minion)
        weapon.bind_once("destroyed", on_destroy)
        return weapon