def apply_mod(self, item): self.reverse_mod(item) if Weapons.TRIANGLE.isMagic(item) and item.aoe.mode in ('Normal', 'Blast'): item.overcharged = True item.orig_aoe = item.aoe item.aoe = ItemMethods.AOEComponent('Blast', item.orig_aoe.number + 1)
def apply_mod(self, unit, weapon, gameStateObj): if self.item: self.reverse_mod() self.item = weapon self.original_range = weapon.RNG self.original_aoe = weapon.aoe self.original_no_double = weapon.no_double weapon.aoe = ItemMethods.AOEComponent('Cleave', 1) weapon.RNG = [1] weapon.no_double = True