def _eteam_ACTIVATETEAM(self,camp): if self.intro_ready: self.eteam_activated = True if not self.pilot_fled: npc = self.elements["PILOT"] ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER) camp.fight.active.append(self.elements["SURVIVOR"]) self.intro_ready = False
def _eteam_ACTIVATETEAM(self, camp): if self.intro_ready: npc = self.elements["LMNPC"] ghdialogue.start_conversation(camp, camp.pc, npc, cue=ghdialogue.ATTACK_STARTER) self.intro_ready = False
def t_START(self, camp): if camp.scene is self.elements["LOCALE"] and not self.did_intro: game.content.plotutility.AutoLeaver(self.elements["SHERIFF"])(camp) npc = self.elements["SHERIFF"] ghdialogue.start_conversation(camp, camp.pc, npc) self.did_intro = True
def _eteam_ACTIVATETEAM(self,camp): if self.intro_ready: npc = self.elements["NPC"] pbge.alert("As you approach the supposed crash site, the true nature of the falling star becomes clear: it's a lone mecha, having descended to Earth with an atmospheric drop chute. And from the look of things {}'s going to need your help.".format(npc.gender.subject_pronoun)) self.eteam_activated = True if not self.pilot_left: ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER) camp.fight.active.append(self.elements["SURVIVOR"]) self.intro_ready = False
def _eteam_ACTIVATETEAM(self, camp): if self.intro_ready: npc = self.elements["_commander"] ghdialogue.start_conversation(camp, camp.pc, npc, cue=ghdialogue.ATTACK_STARTER) self.intro_ready = False self.adv.crimes_happened = True
def t_ENDCOMBAT(self,camp): if self.eteam_activated and not self.pilot_left: myteam = self.elements["_ateam"] eteam = self.elements["_eteam"] if len(myteam.get_active_members(camp)) < 1: self.obj.failed = True elif len(myteam.get_active_members(camp)) > 0 and len(eteam.get_active_members(camp)) < 1: self.eteam_defeated = True self.obj.win(camp, 100 - self.elements["SURVIVOR"].get_percent_damage_over_health()) npc = self.elements["NPC"] ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
def _eteam_ACTIVATETEAM(self, camp): if not self.combat_entered: pbge.alert( "As you approach the supposed crash site, it becomes clear what the meteor actually was: it's a cargo pod containing a few souped-up mecha. And the recipients of the delivery have already claimed it..." ) npc = self.elements["_commander"] ghdialogue.start_conversation(camp, camp.pc, npc, cue=ghdialogue.ATTACK_STARTER) self.combat_entered = True
def _eteam_ACTIVATETEAM(self, camp): if not self.combat_entered: pbge.alert( "As you approach the supposed crash site, it becomes clear what the meteor actually was: a cargo pod dropped from low orbit. It also becomes clear who the cargo belongs to..." ) npc = self.elements["_commander"] ghdialogue.start_conversation(camp, camp.pc, npc, cue=ghdialogue.ATTACK_STARTER) self.combat_entered = True
def t_ENDCOMBAT(self,camp): if self.eteam_activated and not self.pilot_fled: myteam = self.elements["_ateam"] eteam = self.elements["_eteam"] if len(myteam.get_active_members(camp)) < 1: self.obj.failed = True elif len(myteam.get_active_members(camp)) > 0 and len(eteam.get_active_members(camp)) < 1: self.eteam_defeated = True self.obj.win(100 - self.elements["SURVIVOR"].get_total_damage_status()) npc = self.elements["PILOT"] ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
def _eteam_ACTIVATETEAM(self, camp): if self.intro_ready: self.eteam_activated = True if not self.pilot_fled: npc = self.elements["PILOT"] ghdialogue.start_conversation(camp, camp.pc, npc, cue=ghdialogue.HELLO_STARTER) camp.fight.active.append(self.elements["SURVIVOR"]) self.intro_ready = False
def t_UPDATE(self, camp): if not self.started_conversation: npc = self.elements["NPC"] pbge.alert( "As you enter {}, you notice {} giving you a quizzical look.". format(camp.scene, npc)) ghdialogue.start_conversation(camp, camp.pc, npc, cue=pbge.dialogue.Cue( (context.HELLO, context.QUERY))) self.started_conversation = True
def t_UPDATE(self, camp): if not self.started_conversation: npc = self.elements["NPC"] pbge.alert( "As you enter {}, {} pulls you aside for a conversation.". format(camp.scene, npc)) npc.relationship.attitude = relationships.A_JUNIOR ghdialogue.start_conversation(camp, camp.pc, npc, cue=pbge.dialogue.Cue( (context.HELLO, context.QUERY))) self.started_conversation = True
def t_START(self,camp): if camp.scene is self.elements["LOCALE"] and not self.started_the_intro: # Make sure the PC has a mecha. mek = camp.get_pc_mecha(camp.pc) if not mek: mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,gears.factions.BoneDevils,env=gears.tags.GroundEnv) camp.assign_pilot_to_mecha(camp.pc,mek) camp.party.append(mek) pbge.alert("You have spent the past few weeks raiding corporate convoys near the deadzone community {DZ_TOWN_NAME}. The local sheriff, {SHERIFF}, doesn't seem too happy about your exploits but at least {SHERIFF.gender.subject_pronoun} has left you alone... until now.".format(**self.elements)) npc = self.elements["SHERIFF"] npc.relationship = gears.relationships.Relationship(random.randint(1,20)) npc.relationship.history.append(gears.relationships.Memory("you caused Kettel Industries to bomb our power plant", "I tried to protect your power plant from Kettel Industries", -10, (gears.relationships.MEM_Ideological,))) self._did_first_reply = False ghdialogue.start_conversation(camp,camp.pc,npc) self.started_the_intro = True
def t_START(self,camp): if camp.scene is self.elements["LOCALE"] and not self.started_the_intro: # Make sure the PC has a mecha. mek = camp.get_pc_mecha(camp.pc) if not mek: mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,gears.factions.TerranDefenseForce,env=gears.tags.GroundEnv) camp.assign_pilot_to_mecha(camp.pc,mek) camp.party.append(mek) pbge.alert("These days you have been working in {DZ_TOWN_NAME}, helping the local militia to push back a Clan Ironwind invasion force. Just when it looked like the town was safe you got called in for one last mission.".format(**self.elements)) npc = self.elements["SHERIFF"] npc.relationship = gears.relationships.Relationship(random.randint(1,20)) npc.relationship.history.append(gears.relationships.Memory("you saved {} from Clan Ironwind".format(self.elements["DZ_TOWN_NAME"]), "I saved {} from Clan Ironwind".format(self.elements["DZ_TOWN_NAME"]), 10, (gears.relationships.MEM_AidedByPC,))) self._did_first_reply = False ghdialogue.start_conversation(camp,camp.pc,npc) self.started_the_intro = True
def t_START(self,camp): if camp.scene is self.elements["LOCALE"] and not self.started_the_intro: # Make sure the PC has a mecha. mek = camp.get_pc_mecha(camp.pc) if not mek: mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,gears.factions.TerranDefenseForce,env=gears.tags.GroundEnv) camp.assign_pilot_to_mecha(camp.pc,mek) camp.party.append(mek) pbge.alert("You have spent the past few weeks in {}, helping your cousin {} defend the town against raiders. Things have been going about as well as expected.".format(self.elements["DZ_TOWN_NAME"], self.elements["SHERIFF"])) npc = self.elements["SHERIFF"] npc.relationship = gears.relationships.Relationship(random.randint(1,20)) npc.relationship.tags.add(gears.relationships.RT_FAMILY) npc.relationship.history.append(gears.relationships.Memory("you helped me defend {}".format(self.elements["DZ_TOWN_NAME"]), "I helped you defend {}".format(self.elements["DZ_TOWN_NAME"]), 10, (gears.relationships.MEM_AidedByPC,))) self._did_first_reply = False ghdialogue.start_conversation(camp,camp.pc,npc) self.started_the_intro = True
def t_START(self,camp): if camp.scene is self.elements["LOCALE"] and not self.started_the_intro: # Make sure the PC has a mecha. mek = camp.get_pc_mecha(camp.pc) if not mek: mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,None,env=gears.tags.GroundEnv) camp.assign_pilot_to_mecha(camp.pc,mek) camp.party.append(mek) pbge.alert("You have spent the past few weeks in the deadzone community {}, helping the sheriff {} defend the town against raiders. Things have not been going well.".format(self.elements["DZ_TOWN_NAME"], self.elements["SHERIFF"])) npc = self.elements["SHERIFF"] npc.relationship = gears.relationships.Relationship(random.randint(1,20)) npc.relationship.history.append(gears.relationships.Memory("you helped protect {} from raiders".format(self.elements["DZ_TOWN_NAME"]), "I helped you protect {} from raiders".format(self.elements["DZ_TOWN_NAME"]), 10, (gears.relationships.MEM_AidedByPC,))) while npc.get_reaction_score(camp.pc,camp) < 20: npc.relationship.reaction_mod += random.randint(1,50) self._did_first_reply = False ghdialogue.start_conversation(camp,camp.pc,npc) self.started_the_intro = True
def METROSCENE_ENTER(self,camp): if not self.started_convo: npc = self.elements["NPC"] pbge.alert("As you enter {METROSCENE}, you notice {NPC} staring into the distance as though lost in thought.".format(**self.elements)) ghdialogue.start_conversation(camp,camp.pc,npc,cue=pbge.dialogue.Cue((context.HELLO,context.PERSONAL))) self.started_convo = True
def METROSCENE_ENTER(self,camp): if not self.started_convo: npc = self.elements["NPC"] pbge.alert("As you enter {METROSCENE}, {NPC} strikes up a conversation.".format(**self.elements)) ghdialogue.start_conversation(camp,camp.pc,npc,cue=pbge.dialogue.Cue((context.HELLO,context.PERSONAL))) self.started_convo = True
def _eteam_ACTIVATETEAM(self,camp): if self.intro_ready: npc = self.elements["_commander"] ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.ATTACK_STARTER) self.intro_ready = False self.adv.crimes_happened = True