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)
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)
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)
def playFunc(ply, enemy, target): mechanics.sacNode(enemy, ply, target)
def playFunc(ply, enemy, target): mechanics.sacNode(enemy, ply, target) yield from mechanics.damage(enemy, 2)
def playFunc(ply, enemy, target): if len(ply.nodes) > 0: killedNode = mechanics.sacNode(ply, enemy, 0) ply.addNode(killedNode.name)
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
def playFunc(ply, enemy, target): if mechanics.nodeList[enemy.nodes[target].lower()].energy <= -3: mechanics.sacNode(enemy, ply, target)
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' )
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)
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
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 )