def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__(self, client, ctx, caster, target, team_a, team_b) # info self.name = "Triple pilots" self.description = f"""This unit consums one stack of **__Triple pilots__** bonus to recover **30 %** of its **Maximum** :hearts:.""" self.icon = self.game_icon['ability']['triple_pilots']
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__(self, client, ctx, caster, caster, team_a, team_b) # ability self.name = "Spreading acid" self.description = f"""Add a stack of **__Acid__** to all the active **__Acid__** malus.""" self.icon = self.game_icon['ability']['spreading_acid'] self.cost = 30
def __init__(self, client, ctx, caster, target, team_a, team_b): Ability.__init__(self, client, ctx, caster, target, team_a, team_b) self.name = "Acid" self.icon = self.game_icon['ability']['acid'] self.description = f"""Inflicts **25 %** of your {self.game_icon['ki_ability']} damage and applies a stack of **__Acid__** to the target. Each stack of **__Acid__** inflicts an amount of **1.5 % (+ 5 % of the highest Saibaiman {self.game_icon['ki_ability']} /250 in your team)** of the target's **Maximum** :hearts: as {self.game_icon['ki_ability']} damage per stack each turn. Lasts **3** turns.""" self.cost = 8 self.need_target = True self.target_enemy = True
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__(self, client, ctx, caster, target, team_a, team_b) self.name = "Acid explosion" self.description = f"""Inflicts **50 %** of your {self.game_icon['ki_ability']} damage. If the target has at least **3** stacks of **__Acid__** : **Add** a stack of **__Acid__** to all the target's team members. Applies the **__Acid explosion__** malus to the **main target** which will reduce the target's :rosette: by **2 %** : Lasts **2** turns.""" self.icon = self.game_icon['ability']['acid_explosion'] self.cost = 30 self.need_target = True self.target_enemy = True
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__(self, client, ctx, caster, target, team_a, team_b) # info self.name = "Unity is strength" self.description = f"""Applies the **__Unity is strength__** bonus on all the **Saibaiman** in your team. Heals up the carriers of the bonus for an amount of **1 %** of the carrier's {self.game_icon['ki_ability']} per active **__Acid__** stack on the **enemy team**. Moreover, **your team** stacks up **__Acid__** **2** time faster on the **enemy team** and increase their **maximum stack** and **duration** by **2**.""" self.icon = self.game_icon['ability']['unity_is_strength'] self.cost = 60 # special self.saibaimen = [1, 2, 3] # represents the Saibaimen ids
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__(self, client, ctx, caster, target, team_a, team_b) # stat self.name = "Special Beam Cannon" self.description = f"""Inflicts **50 %** of your {self.game_icon['ki_ability']} damage as true damage""" #self.icon = self.game_icon['ability']['specual_beam_cannon'] self.cost = 40 # targetting self.need_target = True self.target_enemy = True
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__(self, client, ctx, caster, target, team_a, team_b) # stat self.name = "Paralyzing burns" self.description = f"""If the target has at least **3** stack of **__Acid__** active on it : get **Stunned** for **2** turns. If the target has more than **3** **__Acid__** stack on it : get **Stunned** for **4** turns. **Remove** al the **__Acid__** stacks on the target.""" self.icon = self.game_icon['ability']['paralyzing_burns'] self.cost = 75 # targetting self.need_target = True self.target_enemy = True
def __init__(self, client, ctx, caster, target, team_a, team_b): Ability.__init__( self, client, ctx, caster, target, team_a, team_b ) self.name = "Arm Stretch" #self.icon = self.game_icon['ability']['arm_stretch'] self.description = f"""Performs a sequence attack against any enemy""" self.cost = 5 self.target_enemy = True self.need_target = True
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__( self, client, ctx, caster, target, team_a, team_b ) # info self.name = "Pilaf barrier" self.description = f"""Applies **__Pilaf Barrier__** bonus on this unit which makes it take **50 %** less :punch: damage for **1** turn and change its posture to :shield:. {self.game_icon['cooldown']}**Cooldown** : **3** turns.""" self.icon = self.game_icon['ability']['pilaf_barrier'] self.cost = 0
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__( self, client, ctx, caster, target, team_a, team_b ) self.name = "Syphon" self.description = f"""Inflicts **10 % (+ 2 % of the target's Missing :hearts: per __Acid__ stacks on the target)** of your {self.game_icon['ki_ability']} damage. Heals you for an amount of **50 %** of the damage dealt.""" self.icon = self.game_icon['ability']['syphon'] self.cost = 25 # targetting self.need_target = True self.target_enemy = True
def __init__(self, client, ctx, caster, target, team_a, team_b): # inheritance Ability.__init__( self, client, ctx, caster, target, team_a, team_b ) # stat self.name = "Rolling smash" self.description = f"""Inflicts **150 %** of your :punch: damage. Ignores target's damage reduction. {self.game_icon['cooldown']}**Cooldown** : **4** turns.""" self.icon = self.game_icon['ability']['rolling_smash'] self.cost = 0 self.cooldown = 0 # can be used at first turn # targetting self.need_target = True self.target_enemy = True