def create_minion(self, player): return Minion(1, 1, auras=[ Aura(ChangeAttack(1), MinionSelector(IsType(MINION_TYPE.BEAST))) ])
def __init__(self): super().__init__("Cenarius", 9, CHARACTER_CLASS.DRUID, CARD_RARITY.LEGENDARY, choices=[ Choice(IncreaseStats(), Give([Buff(ChangeAttack(2)), Buff(ChangeHealth(2)), Buff(Taunt())]), MinionSelector()), Choice(SummonTreants(), Summon(TauntTreant(), 2), PlayerSelector()) ])
def create_minion(self, player): return Minion(5, 5, effects=[ Effect( ArmorIncreased(), ActionTag(Give(ChangeAttack(1)), SelfSelector())) ])
def create_weapon(self, player): return Weapon(3, 2, deathrattle=Deathrattle( Give([Buff(ChangeHealth(2)), Buff(ChangeAttack(2))]), MinionSelector(IsType(MINION_TYPE.MECH), picker=RandomPicker())))
def create_minion(self, player): return Minion(1, 3, effects=[ Effect( SpellCast(), ActionTag(Give(ChangeAttack(1)), SelfSelector())) ])
def __init__(self): super().__init__("Glaivezooka", 2, CHARACTER_CLASS.HUNTER, CARD_RARITY.COMMON, battlecry=Battlecry( Give(ChangeAttack(1)), MinionSelector(None, picker=RandomPicker())))
def change_attack(self, amount): """ Change the amount of attack this :class:`Character` has. The amount can be either positive or negative. This method will automatically undo its effect when silenced, and re-apply its effect when copied :param int amount: The amount to change the attack by """ self.add_buff(Buff(ChangeAttack(amount)))
def use(self, player, game): super().use(player, game) player.weapon.base_attack += 3 player.hero.change_temp_attack(3) if player.cards_played > 0: targets = hearthbreaker.targeting.find_friendly_minion_battlecry_target(player.game, lambda x: x) if targets is not None: target = player.game.random_choice(targets) target.add_buff(Buff(ChangeAttack(3)))
def __init__(self): super().__init__("Cruel Taskmaster", 2, CHARACTER_CLASS.WARRIOR, CARD_RARITY.COMMON, battlecry=Battlecry( [Damage(1), Give(ChangeAttack(2))], MinionSelector(players=BothPlayer(), picker=UserPicker())))
def __init__(self): super().__init__("Metaltooth Leaper", 3, CHARACTER_CLASS.HUNTER, CARD_RARITY.RARE, minion_type=MINION_TYPE.MECH, battlecry=Battlecry( Give(Buff(ChangeAttack(2))), MinionSelector(IsType(MINION_TYPE.MECH))))
def create_minion(self, player): return Minion(2, 4, effects=[ Effect( CharacterDamaged(player=BothPlayer(), condition=IsMinion()), ActionTag(Give(ChangeAttack(1)), SelfSelector())) ])
def __init__(self): super().__init__("Fireguard Destroyer", 4, CHARACTER_CLASS.SHAMAN, CARD_RARITY.COMMON, overload=1, battlecry=Battlecry( Give(Buff(ChangeAttack(RandomAmount(1, 4)))), SelfSelector()))
def create_minion(self, player): return Minion( 2, 4, effects=[ Effect(CardPlayed(HasOverload()), ActionTag(Give(ChangeAttack(1)), SelfSelector())), Effect(CardPlayed(HasOverload()), ActionTag(Give(ChangeHealth(1)), SelfSelector())) ])
def create_minion(self, player): return Minion( 3, 3, effects=[ Effect(TurnEnded(HasSecret()), ActionTag(Give(ChangeAttack(2)), SelfSelector())), Effect(TurnEnded(HasSecret()), ActionTag(Give(ChangeHealth(2)), SelfSelector())) ])
def create_minion(self, player): return Minion(9, 7, auras=[ Aura(ChangeHealth(2), MinionSelector(IsType(MINION_TYPE.DEMON))), Aura(ChangeAttack(2), MinionSelector(IsType(MINION_TYPE.DEMON))), Aura(Immune(), HeroSelector()) ])
def create_weapon(self, player): return Weapon(1, 3, buffs=[ Buff( ChangeAttack(2), GreaterThan(Count( MinionSelector(IsType(MINION_TYPE.MECH))), value=0)) ])
def change_temp_attack(self, amount): """ Change the amount of attack this :class:`Character` has on this turn only. The amount can be either positive or negative. This method will automatically undo its effect when silenced, and re-apply its effect when copied :param int amount: The amount to change the temporary attack by """ self.add_buff( BuffUntil(ChangeAttack(amount), TurnEnded(player=CurrentPlayer()))) self.trigger("attack_changed", amount)
def __init__(self): super().__init__( "Quartermaster", 5, CHARACTER_CLASS.PALADIN, CARD_RARITY.EPIC, battlecry=Battlecry( Give([Buff(ChangeAttack(2)), Buff(ChangeHealth(2))]), MinionSelector(HasCardName("Silver Hand Recruit"))))
def create_minion(self, player): return Minion( 2, 2, effects=[ Effect(MinionDied(IsType(MINION_TYPE.BEAST)), ActionTag(Give(ChangeAttack(2)), SelfSelector())), Effect(MinionDied(IsType(MINION_TYPE.BEAST)), ActionTag(Give(ChangeHealth(1)), SelfSelector())) ])
def __init__(self): super().__init__( "Screwjank Clunker", 4, CHARACTER_CLASS.WARRIOR, CARD_RARITY.RARE, minion_type=MINION_TYPE.MECH, battlecry=Battlecry( Give([Buff(ChangeHealth(2)), Buff(ChangeAttack(2))]), MinionSelector(IsType(MINION_TYPE.MECH), picker=UserPicker())))
def __init__(self): super().__init__("Shrinkmeister", 2, CHARACTER_CLASS.PRIEST, CARD_RARITY.COMMON, battlecry=Battlecry( Give( BuffUntil(ChangeAttack(-2), TurnEnded(player=CurrentPlayer()))), MinionSelector(players=BothPlayer(), picker=UserPicker())))
def __init__(self): super().__init__("Bolvar Fordragon", 5, CHARACTER_CLASS.PALADIN, CARD_RARITY.LEGENDARY, effects=[ Effect( MinionDied(), ActionTag(Give(ChangeAttack(1)), SelfSelector())) ])
def __init__(self): super().__init__( "Core Rager", 4, CHARACTER_CLASS.HUNTER, CARD_RARITY.RARE, minion_type=MINION_TYPE.BEAST, battlecry=(Battlecry( Give([Buff(ChangeAttack(3)), Buff(ChangeHealth(3))]), SelfSelector(), Not(GreaterThan(Count(CardSelector()), value=0)))))
def create_minion(self, player): return Minion( 4, 4, effects=[ Effect( CharacterDamaged(And(IsHero(), OwnersTurn())), ActionTag( Give([Buff(ChangeAttack(2)), Buff(ChangeHealth(2))]), SelfSelector())) ])
def __init__(self): super().__init__( "Alexstrasza's Champion", 2, CHARACTER_CLASS.WARRIOR, CARD_RARITY.RARE, battlecry=(Battlecry( Give([Buff(ChangeAttack(1)), Buff(Charge())]), SelfSelector(), GreaterThan(Count( CardSelector(condition=IsType(MINION_TYPE.DRAGON))), value=0))))
def create_weapon(self, player): return Weapon( 7, 1, effects=[ Effect(CharacterAttack(And(IsHero(), TargetIsMinion())), [ ActionTag(IncreaseDurability(), HeroSelector()), ActionTag(IncreaseWeaponAttack(-1), HeroSelector()), ActionTag( Give(BuffUntil(ChangeAttack(1), AttackCompleted())), HeroSelector()) ]) ])
def create_minion(self, player): return Minion( 2, 2, effects=[ Effect( TurnEnded(), ActionTag( Give([Buff(ChangeAttack(2)), Buff(ChangeHealth(2))]), MinionSelector(IsType(MINION_TYPE.MECH), picker=RandomPicker()))) ])
def __init__(self): super().__init__( "King of Beasts", 5, CHARACTER_CLASS.HUNTER, CARD_RARITY.RARE, minion_type=MINION_TYPE.BEAST, battlecry=Battlecry( Give( Buff( ChangeAttack( Count(MinionSelector(IsType( MINION_TYPE.BEAST)))))), SelfSelector()))
def __init__(self): super().__init__("Anodized Robo Cub", 2, CHARACTER_CLASS.DRUID, CARD_RARITY.COMMON, minion_type=MINION_TYPE.MECH, choices=[ Choice(AttackMode(), Give([Buff(ChangeAttack(1))]), SelfSelector()), Choice(TankMode(), Give([Buff(ChangeHealth(1))]), SelfSelector()) ])
def create_weapon(self, player): return Weapon( 1, 5, effects=[ Effect( MinionSummoned(), ActionTag( Give([Buff(ChangeAttack(1)), Buff(ChangeHealth(1))]), TargetSelector())), Effect(MinionSummoned(), ActionTag(DecreaseDurability(), WeaponSelector())) ])