def _win_adventure(self, camp): npc = self.elements["NPC"] npc.relationship.history.append(Memory( "you cost me a lot of money", random.choice(self.adv.mission_grammar["[win_pp]"]), -10, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC) ))
def _win_adventure(self, camp): npc = self.elements["NPC"] npc.relationship.history.append(Memory( "you refused my business offer", random.choice(self.adv.mission_grammar["[win_pp]"]), 0, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC) ))
def _lose_adventure(self, camp): npc = self.elements["NPC"] npc.relationship.attitude = relationships.A_SENIOR npc.relationship.history.append(Memory( random.choice(self.LOSE_MEMORIES), random.choice(self.adv.mission_grammar["[lose_pp]"]), 5, memtags=(relationships.MEM_Clash, relationships.MEM_DefeatPC) ))
def _win_adventure(self, camp): npc = self.elements["NPC"] npc.relationship.attitude = relationships.A_FRIENDLY npc.relationship.history.append(Memory( random.choice(self.WIN_MEMORIES), random.choice(self.adv.mission_grammar["[win_pp]"]), 5, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC) ))
def NPC_WIN(self, camp): # Check this trigger if PC wins combat. ghcutscene.SimpleMonologueDisplay( "[THANKS_FOR_MECHA_COMBAT_HELP] I better get back to base.", self.elements["NPC"])(camp) self.elements["NPC"].relationship.history.append( Memory("you fought at my side", "I helped you in battle", 5, memtags=(relationships.MEM_AidedByPC, )))
def NPC_WIN(self, camp: gears.GearHeadCampaign): # Check this trigger if PC wins combat. npc: gears.base.Character = self.elements["NPC"] if npc.get_reaction_score( camp.pc, camp) > random.randint(40, 80) - camp.get_party_skill( gears.stats.Charm, gears.stats.Negotiation): ghcutscene.SimpleMonologueDisplay( "[THANKS_FOR_MECHA_COMBAT_HELP] Let me know if you ever need me to return the favor.", self.elements["NPC"])(camp) npc.relationship.tags.add(gears.relationships.RT_LANCEMATE) npc.relationship.history.append( Memory("I promised to help you if you ever needed help", "you promised to help me when I needed you", 15, memtags=(relationships.MEM_AidedByPC, ))) else: ghcutscene.SimpleMonologueDisplay("[THANKS_FOR_MECHA_COMBAT_HELP]", self.elements["NPC"])(camp) npc.relationship.reaction_mod += random.randint(1, 10)
def _lose_adventure(self,camp): self.elements["NPC"].relationship.history.append(Memory( random.choice(self.adv.mission_grammar["[lose_ep]"]), random.choice(self.adv.mission_grammar["[lose_pp]"]), 0, memtags=(relationships.MEM_Clash, relationships.MEM_DefeatPC) ))
def _win_adventure(self,camp): self.elements["NPC"].relationship.history.append(Memory( random.choice(self.adv.mission_grammar["[win_ep]"]), random.choice(self.adv.mission_grammar["[win_pp]"]), -5, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC) ))