def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): game_state.player_state.stun_status.add_one() game_state.modify_hero_stat(HeroStat.MOVEMENT_SPEED, BONUS_SPEED_MULTIPLIER) game_state.game_world.player_entity.set_moving_in_dir( game_state.game_world.player_entity.direction)
def apply_end_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): game_state.player_state.stun_status.remove_one() game_state.modify_hero_stat(HeroStat.MOVEMENT_SPEED, -BONUS_SPEED_MULTIPLIER)
def apply_end_effect(self, game_state: GameState): for stat, delta in self.stat_modifiers.items(): game_state.modify_hero_stat(stat, -delta)
def apply_end_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): for stat, delta in self.stat_modifiers.items(): game_state.modify_hero_stat(stat, -delta)
def apply(self, game_state: GameState): game_state.modify_hero_stat(self.hero_stat, self.amount)
def revert(self, game_state: GameState): game_state.modify_hero_stat(self.hero_stat, -self.amount)
def _upgrade_mana_regen(game_state: GameState): game_state.modify_hero_stat(HeroStat.MANA_REGEN, 0.5)
def apply_end_effect(self, game_state: GameState): for modifier in self.stat_modifiers: game_state.modify_hero_stat(modifier.hero_stat, -modifier.delta)
def _upgrade_health_regen(game_state: GameState): game_state.modify_hero_stat(HeroStat.HEALTH_REGEN, 0.5)
def _upgrade_max_mana(game_state: GameState): game_state.modify_hero_stat(HeroStat.MAX_MANA, 10)
def _upgrade_max_health(game_state: GameState): game_state.modify_hero_stat(HeroStat.MAX_HEALTH, 10)
def _upgrade_armor(game_state: GameState): game_state.modify_hero_stat(HeroStat.ARMOR, 1)
def _upgrade_damage(game_state: GameState): game_state.modify_hero_stat(HeroStat.DAMAGE, 0.1)