def attack(self): if self.cool[0] <= 0: self.cool[0] = 1/self.stat[3] if self.upgrade_attack == True: self.upgrade_attack = False return bullet(self.name, self.ad + 0.5*self.ap, 80,\ (self.posx, self.posy), self.direction, 100) else: return bullet(self.name, self.ad, 60,\ (self.posx, self.posy), self.direction, 100)
def skill2(self): if self.cool[2] <= 0: self.cool[2] = 5 if self.stack == 4: self.stack = 0 return bullet(self.name, self.ap*0.3, 10,\ (self.posx,self.posy), self.direction, 15, 1,["stunned", 1.5, True],number=2) else: self.stack += 1 return bullet(self.name, self.ap*0.3, 10,\ (self.posx,self.posy), self.direction, 15, 1,["", 2.5, True],number=2)
def skill1(self): if self.cool[1] <= 0: self.cool[1] = 3.5 if self.stack == 4: self.stack = 0 return bullet(self.name, self.ap*1.5, 400,\ (self.posx,self.posy), self.direction, 70, 1,["stunned", 1.5, False],number=1) else: self.stack += 1 return bullet(self.name, self.ap*1.5, 400,\ (self.posx,self.posy), self.direction, 70, 1,["", 0, False],number=1)
def skill2(self): if self.cool[2] <= 0: self.cool[2] = 15 return bullet(self.name, self.ap*2, 250,\ (self.posx,self.posy), self.direction, 200, 1,["",3,True],number=2)
def skill1(self): if self.cool[1] <= 0: self.cool[1] = 2.5 self.upgrade_attack = True return bullet(self.name, 0.7*self.ap, 100,\ (self.posx,self.posy), self.direction, 150, 1,["slowed", 0.5, True, 30],number=1)
def attack(self): if self.cool[0] <= 0: self.cool[0] = 1 / self.stat[3] return bullet(self.name, self.ad, 300,\ (self.posx, self.posy), self.direction, 80)
def skill2(self): if self.cool[2] <= 0: self.cool[2] = 24 return bullet(self.name, self.ad*2, 1000,\ (self.posx,self.posy), self.direction, 60,number=2)
def skill1(self): if self.cool[1] <= 0: self.cool[1] = 6 return bullet(self.name, self.ad*0.1, 120,\ (self.posx,self.posy), self.direction, 50, 1,["", 2.5, True],number=1)
lrcount = luspeed * 15 ldir = lucian.direction continue if player2.name == "akali": akaliR = 8 akali = player2 if player2.name == "mundo": mundoR = 5 * (1000 / dt) mundo = player2 bullets.append(k) if lucianR: if lrcount % luspeed == 0: if lucian.status != "stunned": bullets.append( bullet(lucian.name, lucian.ad * 0.4, 300, (lucian.posx, lucian.posy), ldir, 90)) lrcount -= 1 if lrcount <= 0: lucianR = False if akaliR > 0: akaliR -= 1 akali.speed = 200 akali.move(1, dt) if akaliR < 0: akali.speed = akali.stat[2] akaliR = -1 if mundoR > 0: mundo.health_regen = 100 mundoR -= 1 if mundoR <= 0: mundo.health_regen = mundo.stat[6]
def skill2(self): if self.cool[2] <= 0: self.cool[2] = 10 self.shield.append("black") return bullet(self.name, self.ap*2, 1000,\ (self.posx,self.posy), self.direction, 60, 2,["black",3,True],number=2)
def skill1(self): if self.cool[1] <= 0: self.cool[1] = 7 return bullet(self.name, self.ap*1.2, 600,\ (self.posx,self.posy), self.direction, 60, 1,["rooted", 2.5, False],number=1)
def skill2(self): if self.cool[2] <= 0: self.cool[2] = 5 return bullet(self.name, self.ad*0.5, 100,\ (self.posx,self.posy), self.direction, 90, 1,["slowed",1, False, 50],number=2)
def skill1(self): if self.cool[1] <= 0: self.cool[1] = 5 return bullet(self.name, self.ap*1, 100,\ (self.posx,self.posy), self.direction, 90, 1,["stunned", 2, False],number=1)