Exemplo n.º 1
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    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']
Exemplo n.º 2
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    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
Exemplo n.º 3
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    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
Exemplo n.º 4
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    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
Exemplo n.º 5
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    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
Exemplo n.º 6
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    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
Exemplo n.º 7
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    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
Exemplo n.º 8
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    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
Exemplo n.º 9
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    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
Exemplo n.º 10
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    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
Exemplo n.º 11
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    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