def playFunc(ply, enemy, target):
    nodeType = nodeList[ply.nodes[target].lower()]
    ply.energy -= nodeType.energy
    ply.nodes.remove(target)
    if len(enemy.nodes) < enemy.maxNodes:
        enemy.addNode(nodeType.name)
        mechanics.sacNode(enemy, ply, enemy.nodes.index(nodeType.name))
def playFunc(ply, enemy, target):
    amtToGain = 0
    tempNodes = ply.nodes.copy()[::-1]
    for idx, node in enumerate(tempNodes):
        if 'Generator' in node:
            amtToGain += 2
            mechanics.sacNode(ply, enemy, len(tempNodes) - 1 - idx)
    ply.energy += amtToGain
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)
Exemple #4
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 def addNode(
     self, nodeName
 ):  #TODO: possibly move to mechanics.py for consistency with sacNode()
     if self.opponent.opponentCantSpawnNodes:
         return
     gameTrigger("NODESPAWN", self, nodeName)
     if len(self.nodes) >= self.maxNodes:
         sacNode(self, self.opponent, self.maxNodes - 1)
     self.nodes.insert(0, nodeName)
     nodeETB(self, nodeName)
Exemple #5
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 def addMaxNodes(self, amt):
     #set
     self.maxNodes += amt
     if self.maxNodes > 10:
         self.maxNodes = 10
     if self.maxNodes < 0:
         self.maxNodes = 0
     #kill excess nodes
     while len(self.nodes) > self.maxNodes:
         sacNode(ply, self.opponent, self.nodes[self.maxNodes])
def playFunc(ply, enemy, target):
    for _ in range(len(enemy.nodes)):
        mechanics.sacNode(enemy, ply, 0)
    for _ in range(len(ply.nodes)):
        mechanics.sacNode(ply, enemy, 0)
Exemple #7
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def playFunc(ply, enemy, target):
    mechanics.sacNode(enemy, ply, target)
Exemple #8
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def playFunc(ply, enemy, target):
    mechanics.sacNode(enemy, ply, target)
    yield from mechanics.damage(enemy, 2)
Exemple #9
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def playFunc(ply, enemy, target):
    if len(ply.nodes) > 0:
        killedNode = mechanics.sacNode(ply, enemy, 0)
        ply.addNode(killedNode.name)
Exemple #10
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def playFunc(ply, enemy, target):
    mechanics.sacNode(ply, enemy, target)
    ply.addNode('Generator')
    ply.addNode('Generator')
def playFunc(ply, enemy):
    if ply.lifeforce < 15:
        yield from mechanics.heal(ply, 5)
        ply.desperation += 5
        mechanics.sacNode(ply, enemy, ply.nodes.index('Adrenaline'))
    return
def playFunc(ply,enemy):
	mechanics.sacNode( ply, enemy, ply.nodes.index( 'Maggot Egg' ) )
	ply.addNode( 'Parasite' )
	return
Exemple #13
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def playFunc(ply, enemy, target):
    if mechanics.nodeList[enemy.nodes[target].lower()].energy <= -3:
        mechanics.sacNode(enemy, ply, target)
Exemple #14
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def playFunc(ply, enemy, target):
	if ply.nodes.count( 'Swarmer' ) >= 2:
		mechanics.sacNode( ply, enemy, ply.nodes.index( 'Swarmer' ) )
		mechanics.sacNode( ply, enemy, ply.nodes.index( 'Swarmer' ) )
		ply.addNode( 'Swarm Queen' )
Exemple #15
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def playFunc(ply, enemy, target):
    if len(ply.nodes) > 0:
        mechanics.sacNode(ply, enemy, target)
        ply.drawCard()
def playFunc(ply, enemy, target):
	mechanics.sacNode(ply, enemy, target)
	if len(enemy.nodes) > 0:
		target = random.randint(0,len(enemy.nodes)-1)
		mechanics.sacNode(enemy, ply, target)
Exemple #17
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def playFunc(ply, enemy, target):
    if len(ply.nodes) > 0:
        mechanics.sacNode(ply, enemy, target)
        yield from mechanics.heal(ply, 8)
def deathFunc(ply, enemy):
    for i in range(len(ply.nodes)):
        if not ply.nodes[i] == 'Foundation':
            mechanics.sacNode(ply, enemy, 0)
    return
Exemple #19
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def playFunc(ply, enemy, target):
	mechanics.sacNode(enemy,ply,target)
	yield from mechanics.heal( enemy, 6 )
def playFunc(ply, enemy, target):
	tempNodes = ply.nodes.copy()[::-1]
	for idx,node in enumerate(tempNodes):
		if 'Trap' in node: 
			mechanics.sacNode( ply, enemy, len(tempNodes)-1-idx )