Пример #1
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 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())
     ])
Пример #2
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 def __init__(self):
     super().__init__("Temple Enforcer",
                      6,
                      CHARACTER_CLASS.PRIEST,
                      CARD_RARITY.COMMON,
                      battlecry=Battlecry(
                          Give(ChangeHealth(3)),
                          MinionSelector(picker=UserPicker())))
Пример #3
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 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())))
Пример #4
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 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()))
         ])
Пример #5
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 def __init__(self):
     super().__init__("Upgraded Repair Bot",
                      5,
                      CHARACTER_CLASS.PRIEST,
                      CARD_RARITY.RARE,
                      minion_type=MINION_TYPE.MECH,
                      battlecry=Battlecry(
                          Give(ChangeHealth(4)),
                          MinionSelector(IsType(MINION_TYPE.MECH),
                                         picker=UserPicker())))
Пример #6
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 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"))))
Пример #7
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 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()))
         ])
Пример #8
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 def create_minion(self, player):
     return Minion(0,
                   1,
                   stealth=True,
                   effects=[
                       Effect(
                           TurnEnded(),
                           ActionTag(Give(ChangeHealth(1)),
                                     MinionSelector(picker=RandomPicker())))
                   ])
Пример #9
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 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())
                   ])
Пример #10
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 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()))
         ])
Пример #11
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 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)))))
Пример #12
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 def create_minion(self, player):
     return Minion(
         4,
         4,
         effects=[
             Effect(
                 CharacterDamaged(And(IsHero(), OwnersTurn())),
                 ActionTag(
                     Give([Buff(ChangeAttack(2)),
                           Buff(ChangeHealth(2))]), SelfSelector()))
         ])
Пример #13
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 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())))
Пример #14
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    def increase_health(self, amount):
        """
        Increase the amount of  total health this :class:`Character` has.  This is a permanent effect (unless the
        Character is silenced).  This effect will increase both the player's current health and maximum health

        :param int amount: the amount to increase health by
        """

        self.trigger("health_increased", amount)
        self.add_buff(Buff(ChangeHealth(amount)))
        self.trigger("health_changed")
Пример #15
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 def __init__(self):
     super().__init__(
         "Twilight Whelp",
         1,
         CHARACTER_CLASS.PRIEST,
         CARD_RARITY.COMMON,
         minion_type=MINION_TYPE.DRAGON,
         battlecry=(Battlecry(
             Give(Buff(ChangeHealth(2))), SelfSelector(),
             GreaterThan(Count(
                 CardSelector(condition=IsType(MINION_TYPE.DRAGON))),
                         value=0))))
Пример #16
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 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())
                      ])
Пример #17
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 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())))
         ])
Пример #18
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 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()))
         ])
Пример #19
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 def __init__(self):
     super().__init__("Houndmaster",
                      4,
                      CHARACTER_CLASS.HUNTER,
                      CARD_RARITY.FREE,
                      minion_type=MINION_TYPE.NONE,
                      battlecry=Battlecry(
                          Give([
                              Buff(ChangeHealth(2)),
                              Buff(ChangeAttack(2)),
                              Buff(Taunt())
                          ]),
                          MinionSelector(IsType(MINION_TYPE.BEAST),
                                         picker=UserPicker())))
Пример #20
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    def __init__(self):

        super().__init__("Ancient of War",
                         7,
                         CHARACTER_CLASS.DRUID,
                         CARD_RARITY.EPIC,
                         choices=[
                             Choice(
                                 Health(),
                                 Give([Buff(ChangeHealth(5)),
                                       Buff(Taunt())]), SelfSelector()),
                             Choice(Attack(), Give([Buff(ChangeAttack(5))]),
                                    SelfSelector()),
                         ])
Пример #21
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    def decrease_health(self, amount):
        """
        Decrease the amount of  total health this :class:`Character` has.  This is a permanent effect (unless the
        Character is silenced).  This effect will decrease the player's maximum health, but will only decrease
        the player's health if it is above the new value for maximum health

        :param int amount: the amount to decrease health by
        """
        if self.enraged and self.health == self.calculate_max_health():
            self.enraged = False
            self.trigger("unenraged")
            self._do_unenrage()
        self.add_buff(Buff(ChangeHealth(-amount)))
        self.trigger("health_changed")
        self.trigger("health_decreased", amount)
Пример #22
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 def __init__(self):
     super().__init__("Edwin VanCleef",
                      3,
                      CHARACTER_CLASS.ROGUE,
                      CARD_RARITY.LEGENDARY,
                      battlecry=Battlecry(
                          Give([
                              Buff(
                                  ChangeAttack(
                                      Attribute("cards_played",
                                                PlayerSelector()), 2)),
                              Buff(
                                  ChangeHealth(
                                      Attribute("cards_played",
                                                PlayerSelector()), 2))
                          ]), SelfSelector()))
Пример #23
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 def __init__(self):
     super().__init__(
         "Void Terror",
         3,
         CHARACTER_CLASS.WARLOCK,
         CARD_RARITY.RARE,
         minion_type=MINION_TYPE.DEMON,
         battlecry=(Battlecry(
             Give([
                 Buff(
                     ChangeHealth(
                         Attribute("health", MinionSelector(Adjacent())))),
                 Buff(
                     ChangeAttack(
                         Attribute("attack", MinionSelector(Adjacent()))))
             ]),
             SelfSelector()), Battlecry(Kill(),
                                        MinionSelector(Adjacent()))))
Пример #24
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 def create_minion(self, player):
     return Minion(3,
                   4,
                   deathrattle=Deathrattle(
                       Give(ChangeHealth(3)),
                       MinionSelector(picker=RandomPicker())))