def attack(self): if self.moves_alive: e_card = wzglobals.cardboxes[self.get_attack_position()].card Prototype.attack(self) if e_card.name != 'player': self.parent.player.enemy.damage(self.power, self, True) e_card = None
def attack(self): if self.moves_alive: e_card = wzglobals.cardboxes[self.get_attack_position()].card Prototype.attack(self) if e_card.name != 'player': self.parent.player.enemy.damage(self.power, self, True) e_card = None
def attack(self): if self.moves_alive: if wzglobals.cardboxes[ self.get_attack_position()].card.name == "player": self.run_attack_animation() wzglobals.cardboxes[self.get_attack_position()].card.damage( self.power + 10, self) self.die() else: Prototype.attack(self)
def attack(self): if self.moves_alive: if wzglobals.cardboxes[ self.get_attack_position() ].card.name == "player": self.run_attack_animation() wzglobals.cardboxes[ self.get_attack_position() ].card.damage(self.power + 10, self) self.die() else: Prototype.attack(self)
def attack(self): if self.stone: return else: Prototype.attack(self)
def attack(self): if self.stone: return else: Prototype.attack(self)
def attack(self): Prototype.attack(self) for card in self.get_enemy_cards(): card.damage(1, self, False)
def attack(self): Prototype.attack(self) for card in self.get_enemy_cards(): card.damage(1, self, False)