def playFunc(ply, enemy, target): selfDmg = 0 for _ in range(len(enemy.nodes)): mechanics.sacNode(enemy, ply, 0) selfDmg += 3 for _ in range(len(ply.nodes)): mechanics.sacNode(ply, enemy, 0) selfDmg += 3 yield from mechanics.damage(ply, selfDmg)
def playFunc(ply, enemy, target): yield from mechanics.damage(enemy, 1)
def playFunc(ply, enemy, target): lifeLost = math.ceil(ply.lifeforce / 2) yield from mechanics.damage(ply, lifeLost) enemy.burn(lifeLost)
def playFunc(ply, enemy, target): yield from mechanics.damage( enemy, 2 ) ply.drawCard()
def playFunc(ply, enemy, target): dmgToDeal = ply.nodes.count('Drugged') + enemy.nodes.count('Drugged') yield from mechanics.damage(enemy, 2 * dmgToDeal)
def playFunc(ply, enemy, target): mechanics.sacNode(enemy, ply, target) yield from mechanics.damage(enemy, 2)
def playFunc(ply, enemy): yield from mechanics.damage(ply, 2) return
def playFunc(ply, enemy, target): if len(ply.nodes) >= 4: yield from mechanics.damage(enemy, 10)
def triggerFunc(ply, enemy, data, affectedPlayer): if affectedPlayer == "enemy": yield from mechanics.damage(enemy, 3) return
def playFunc(ply, enemy): yield from mechanics.damage(enemy, ply.nodes.count('Swarmer')) return
def deathFunc(ply, enemy): yield from mechanics.damage(enemy, 3)
def playFunc(ply, enemy, target): yield from mechanics.damage(enemy, round(0.25 * enemy.hunger))
def playFunc(ply, enemy, target): yield from mechanics.damage(enemy, 2 * len(enemy.nodes))