Beispiel #1
0
 opening_text='The old wooden door is barely hanging by one bent hinge,\n'
 'you push it ever so slightly and it falls flat on the chamber floor producing a loud thud\n'
 'and sending a cloud of dust that fills the air. As soon as you take one step,\n'
 'the dust fog forms into a ghastly image\n'
 'releasing a foul scream and charging at you with horrid intent!',
 future_text='The old wooden door is barely hanging by one bent hinge',
 room_flags={'ghast_dead': False},
 choices=[
     choices.ChoiceInspectRoom(
         text=
         'Hold your holy cross firmly before the ghost and recite a banishment prayer!',
         scene='ghast_destroyed',
         conditions=[
             conditions.OnlyOnce(),
             conditions.RoomFlagFalse('ghast_dead'),
             conditions.PlayerHasItem(item.holy_cross)
         ],
     ),
     choices.ChoiceInspectRoom(
         text=
         'Stand your ground. There is nothing to fear. God is on your side.',
         scene='ghast_illusion',
         conditions=[
             conditions.OnlyOnce(),
             conditions.RoomFlagFalse('ghast_dead')
         ],
     ),
     choices.ChoiceInspectRoom(
         text='Go to the Iron Gate',
         scene='iron_gate',
         conditions=[conditions.RoomFlagTrue('ghast_dead')]),
Beispiel #2
0
from game_code import interactions
from game_code.interactions.lib import choices, events, conditions, scene
from game_code.objects import item, entry

statue_room = interactions.room.Room(
    name='Statue Room',
    opening_text='You go through the passage and enter an oval room filled with statues.\n'
                 'At the far end there is a large statue of a gargoyle.\n'
                 'As you approach the gargoyle, his eyes light up in green flames and he issues a warning:\n'
                 '"Only the head of the estate may pass".',
    room_flags={'retreated': False},
    choices=[
        choices.ChoiceInspectRoom('Present Robert\'s head', scene='head',
                                  conditions=[conditions.PlayerHasItem(item.head)]),
        choices.ChoiceInspectRoom('Fight the Gargoyle', scene='fight2'),
        choices.ChoiceNavigate('Leave room', level='level_2', room='grande_hall'),
    ],
    screens={
        'clear': scene.Screen(
            title='Statue Room',
            text='You go through the passage and enter an oval room filled with statues.\n'
                 'at the end is a stone archway and a staircase leading down.',
            choices=[
                choices.ChoiceNavigate('Descend through the stone arch', level='level_3', room='temple_room'),
                choices.ChoiceNavigate('Go back to the Grande Hall', level='level_2', room='grande_hall'),
            ],
        )
    },
    scenes={
        'head': interactions.thing.Thing(
            name='Mirror',
Beispiel #3
0
                                    room='grande_hall'),
         ])
 },
 scenes={
     'mirror':
     interactions.thing.Thing(
         name='Mirror',
         opening_text=
         'You come closer to te mirror. A number of demonic faces decorate the frame.\n'
         'All of them are holding different gems in their mouths. One of them is missing a gem.',
         choices=[
             choices.ChoiceInspectRoom(text='Tap the mirror', scene='tap'),
             choices.ChoiceInspectRoom(
                 text='place gem in the open socket',
                 scene='gem',
                 conditions=[conditions.PlayerHasItem(item.gem)]),
             choices.ChoiceNavigate('Leave room',
                                    level='level_2',
                                    room='grande_hall'),
         ],
     ),
     'gem':
     interactions.thing.Thing(
         name='Mirror Passage',
         opening_text='The gem fits perfectly into the socket.\n'
         'A rumbling of heavy cogs shifts the mirror to the side to reveal a large stone passage.\n'
         'A dimly lit room filled with statues is ahead.',
         choices=[
             choices.ChoiceNavigate('Enter the Statue room',
                                    level='level_2',
                                    room='statue_room'),
Beispiel #4
0
             choices.ChoiceNavigate('Go back to the living room',
                                    level='level_1',
                                    room='living_room'),
         ]),
 },
 scenes={
     # ghoul scenes
     'attack':
     interactions.thing.Thing(
         name='Combat with Ghoul',
         opening_text='Choose your weapon',
         choices=[
             choices.ChoiceInspectRoom(
                 'Holy Cross',
                 'cross',
                 conditions=[conditions.PlayerHasItem(item.holy_cross)]),
             choices.ChoiceInspectRoom(
                 'Crossbow',
                 'crossbow',
                 conditions=[conditions.PlayerHasItem(item.crossbow)]),
             choices.ChoiceInspectRoom(
                 'Holy water',
                 'water',
                 conditions=[conditions.PlayerHasItem(item.holy_water)]),
             choices.ChoiceInspectRoom(
                 'burn with oil',
                 'burn',
                 conditions=[conditions.PlayerHasItem(item.flammable_oil)]),
         ],
     ),
     'cross':
Beispiel #5
0
     opening_text='The door opens to reveal a treasure room. A large iron chest is chained to the floor.\n'
                  'A heavy lock seals the chest.\n'
                  'As you examine the lock the shadows around you form into a fiend made of black\n'
                  '"WHERE IS MY RING?!!" he shrieks loudly.',
     choices=[
         choices.ChoiceInspectRoom('Attack the Shadow', 'shadow_combat'),
         choices.ChoiceInspectRoom('Robert is that you?', 'robert',
                                   conditions=[conditions.OnlyOnce(), conditions.GameFlagTrue('robert')]),
     ],
 ),
 'shadow_combat': interactions.thing.Thing(
     name='Combat with Shadow',
     opening_text='The shadow wails an echoing shriek!',
     choices=[
         choices.ChoiceInspectRoom('Banish him with the cross!', 'banished',
                                   conditions=[conditions.PlayerHasItem(item.holy_cross)]),
         choices.ChoiceInspectRoom('Shoot Him!', 'shoot',
                                   conditions=[conditions.PlayerHasItem(item.crossbow)]),
         choices.ChoiceInspectRoom('Holy Water!', 'water',
                                   conditions=[conditions.PlayerHasItem(item.holy_water)]),
         choices.ChoiceInspectRoom('FIRE!', 'fire',
                                   conditions=[conditions.PlayerHasItem(item.flammable_oil)]),
         choices.ChoiceInspectRoom('Nitroglycerin!', 'nitro',
                                   conditions=[conditions.PlayerHasItem(item.nitro)]),
     ],
 ),
 'banished': interactions.thing.Thing(
     name='Combat with Shadow',
     opening_text='You hold the cross forward and recite prayer.\n'
                  'The cross glows ever brighter as the shadow shrieks and shrinks away\n'
                  'until there is nothing but beaming light. The Chest is yours for the taking.',