def __isGroupAttack(self, trackNum, levelNum): """ Lets you know if the given attack is a group attack. """ # Sanity checks assert isinstance(trackNum, int) assert isinstance(levelNum, int) assert ((trackNum >= MIN_TRACK_INDEX) and (trackNum <= MAX_TRACK_INDEX) or (trackNum == BattleBase.NO_ATTACK) or (trackNum == BattleBase.SOS) or (trackNum == BattleBase.NPCSOS) or (trackNum == BattleBase.PETSOS) or (trackNum == BattleBase.FIRE)) assert ((levelNum >= MIN_LEVEL_INDEX) and (levelNum <= MAX_LEVEL_INDEX) or (trackNum == BattleBase.FIRE) and (levelNum == -1)) #RAU 2006/08/02 for uber gags, we consult BattleBase.AttackAffectsGroup # Sound attacks are group attacks #if trackNum == SOUND_TRACK: # return 1 # Odd numbered lure attacks are group attacks #elif ((trackNum == LURE_TRACK) and # (levelNum % 2)): # return 1 #else: # return 0 retval = BattleBase.attackAffectsGroup(trackNum, levelNum) return retval
def __isGroupHeal(self, levelNum): # Odd numbered heals are group heals JML- not any more #if levelNum % 2: # return 1 #else: # return 0 retval = BattleBase.attackAffectsGroup(HEAL_TRACK, levelNum) return retval
def __isGroupHeal(self, levelNum): retval = BattleBase.attackAffectsGroup(HEAL_TRACK, levelNum) return retval
def __isGroupAttack(self, trackNum, levelNum): retval = BattleBase.attackAffectsGroup(trackNum, levelNum) return retval
def __isGroupAttack(self, trackNum, levelNum): return BattleBase.attackAffectsGroup(trackNum, levelNum)
def _TownBattle__isGroupAttack(self, trackNum, levelNum): retval = BattleBase.attackAffectsGroup(trackNum, levelNum) return retval