def build_options(self, player): self.options = OptionList() self.options.add( Option('1', 'cottage_field', 'Step back into the field.', advmessages.Message('You miander on back into the field.'))) self.options.add( Option( '2', 'cottage_kitchen', 'Burst into the kitchen.', advmessages.Message( 'You kick open the the kitchen doors and rush inside.')))
def build_options(self, player): self.options = OptionList() self.options.add( Option( '1', 'field_quietSpot', 'Head to the tree to lie down.', advmessages.Message('You head over to the tree to lie down.'))) message = 'You make your way into the forest. It is dark.' self.options.add( Option('2', 'field_cave', 'Head north into the forest.', advmessages.Message(message))) self.options_handle_troll_around(player)
def __init__(self): self.optionList = {} self.messages = {} self.messages['prefix'] = advmessages.Message( "\nYou have the following options") self.messages['bad_option'] = advmessages.Message( "Sorry, that's not an option. Something else?") self.messages['nothing_list'] =\ advmessages.Message('There are no options.') self.update_selector_list()
def options_handle_tim_tam(self, player): if not player.conditions['ate_tim_tam']: message = \ 'You tremble as you raise the last tim tam to your lips.' self.options.add( Option('2', 'eat_tim_tam', 'Eat the last tim tam.', advmessages.Message(message)))
def build_options(self, player): self.options = OptionList() self.options.add( Option( '1', 'kitchen_cottage', 'Step out of the kitchen.', advmessages.Message( 'You make your way back out of the kitchen.'))) self.options_handle_tim_tam(player)
def build_options(self, player): self.options = OptionList() self.options.add( Option( '1', 'cave_field', 'Make your way back to the field.', advmessages.Message( 'You start the journey back to the field.'))) self.options_handle_sword(player)
def options_handle_sword(self, player): if not player.conditions['has_sword']: message = \ f'The {story_data.cave_weapon} feels warm in your hands.' self.options.add( Option('2', 'get_sword', f'Pick up the {story_data.cave_weapon}.', advmessages.Message(message)))
def options_handle_troll_around(self, player): # Different options are available based on the player conditions. # This function changes which messages get played out based on those # conditions. if player.conditions['troll_around']: cottageOptionDesc = self.get_option_msg('optDesc', 'random_troll_around') cottageOptionResp = advmessages.Message( self.get_option_msg( 'optResp', 'random_troll_around', )) else: cottageOptionDesc = self.get_option_msg('optDesc', 'random_troll_gone') cottageOptionResp = advmessages.Message( self.get_option_msg('optResp', 'random_troll_gone')) self.options.add( Option('3', 'field_cottage', cottageOptionDesc, cottageOptionResp))
field_messages['optDesc'] = {} field_messages['optResp'] = {} field_messages['paths'] = {} field_messages['paths']['field_quietSpot'] = {} field_messages['paths']['field_cottage'] = {} # Field Messages - Paths field_messages['paths']['field_quietSpot']['path_closed'] = \ advmessages.MultiLineMsg([ 'You don\'t have enough energy to get there.', 'You need to eat something first.' ]) field_messages['paths']['field_cottage']['path_closed'] = \ advmessages.Message( 'Going back to the cottage is not an option without a weapon.' ) # Field Messages - First Visit field_messages['first_visit'] = advmessages.MultiLineMsg([ '', '', '\nAs you look around the field, you notice there is a cottage a short', 'distance from where you are standing.', '\nThere is also a path leading into a dark forest off to the north.', '\nA shady tree swaying nearby looks like a nice place to lie down.' ]) # Field Messages - On Arrival field_messages['on_arrival']['intro'] = advmessages.Message(