def _exp_select_callback(menu, player_index, choice): multiplier = choice.value cfg.exp_multiplier = multiplier for player in PlayerIter(): message( player.index, '\x02Experience Values \x01changed to \x04{}x\x01, ready Next Round!' .format(multiplier))
def _current_hero_select_callback(menu, player_index, choice): """Current Hero menu's select_callback function.""" player = Player(player_index) if choice.value == 6: if player.gold >= 50: for skill in player.hero.skills: skill.level = 0 player.gold -= 50 else: message(player.index, '\x01You need \x04({}) \x01more \x09gold \x01to \x04reset skills\x01.'.format(50-player.gold)) else: skill = choice.value if (skill.cost <= player.hero.skill_points and skill.required_level <= player.hero.level and (skill.max_level is None or skill.level < skill.max_level)): skill.level += 1 return menu
def _current_hero_select_callback(menu, player_index, choice): """Current Hero menu's select_callback function.""" player = Player(player_index) if choice.value == 6: if player.gold >= 50: for skill in player.hero.skills: skill.level = 0 player.gold -= 50 else: message( player.index, '\x01You need \x04({}) \x01more \x09gold \x01to \x04reset skills\x01.' .format(50 - player.gold)) else: skill = choice.value if (skill.cost <= player.hero.skill_points and skill.required_level <= player.hero.level and (skill.max_level is None or skill.level < skill.max_level)): skill.level += 1 return menu
def _exp_select_callback(menu, player_index, choice): multiplier = choice.value cfg.exp_multiplier = multiplier for player in PlayerIter(): message(player.index, '\x02Experience Values \x01changed to \x04{}x\x01, ready Next Round!'.format(multiplier))