Example #1
0
 def talkBarman():
     if not die:
         game.addTextNicely("The barman looks at you.")
         if game.askQuestion("What will you do? talk/leave",
                             ["talk", "leave"], player) == 0:
             option = game.askQuestion(
                 "The barman still looks at you. Ask: drink/work/leave",
                 ["drink", "work", "leave"], player)
             if option == 0:
                 oldMon = player.money
                 game.shop(player,
                           ["Water", "Beer", "Apple Juice", "Whisky"],
                           [5, 10, 10, 20])
                 if oldMon > player.money:
                     game.addTextNicely(
                         "The barman gives you a small smile.")
             if option == 1:
                 game.addTextNicely(
                     "The barman crouches below the bar and hands you a piece of paper"
                 )
                 workFound = True
                 game.addTextNicely("You read the paper:")
                 game.addTextNicely(
                     "By the orders of King Heron, Searching for someone to slay the dragon that resides in Bristle Cave"
                 )
                 game.addTextNicely("REWARD: 10,000G")
                 player.quests[0].completeQuest()
                 player.addQuest("Slay the Dragon",
                                 "Kill the dragon in Bristle Cave")
                 game.addTextNicely("You may now leave Baggardy")
Example #2
0
 def blacksmith():
     game.addTextNicely("You see a blacksmith hard at work")
     if not game.askQuestion("What will you do? talk/leave",
                             ["talk", "leave"], player):
         game.addTextNicely('"Do you need some weapons lad?" She says')
         leave = False
         while not leave:
             option = game.askQuestion("What will you say? shop/work/leave",
                                       ["shop", "work", "leave"], player)
             if option == 0:
                 game.shop(player, ["Sword", "Lance"], [50, 50])
             if option == 1:
                 game.addTextNicely("Don't know anything bout that sorry")
             else:
                 leave = True
Example #3
0
 def shopKeeperTalk():
     leave = False
     game.addTextNicely(
         '"Hello, welcome to my store," The shopkeeper says with a smile')
     while not leave:
         option = game.askQuestion(
             "What would you like to say? ask to: shop/where can find work/leave",
             ["shop", "work", "where can find work", "leave"], player)
         if option == 0:
             oldMon = player.money
             game.shop(player, ["Rope", "Apples", "Ring", "Teeth"],
                       [10, 4, 50, 10])
             if oldMon > player.money:
                 game.addTextNicely('"Thank you for your purchase,"')
         elif option == 1 or option == 2:
             game.addTextNicely(
                 '"Well the barman at the tavern recieves bounties from the king, so probably best to ask there,"'
             )
             talkedToShopKeep = True
         else:
             leave = True
Example #4
0
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^""")

    print("where would you like to go next?")


move2 = int(input("press 1 to enter the house 2 to go  east and 3 for west "))

if move2 == 1:

    house()

    if move2 == 2:

        print("you haveapproached a shop")

shop()

if move2 == 3:

    print("you are now outside in the village of larkville")
    read()

print("where would you like to go ?")

move = int(input("press 1 to go  north 2 to go  east and 3 to go  west"))

if move == 1:

    print("your moving north the sun is shining you way")

elif move == 2:
Example #5
0
 def __init__(self, token):
     self.token = token
     self.client = Bot(command_prefix=".")
     self.shop = game.shop()
     self.client.remove_command("help")
     self.prepare_client()