def start_campaign(init, screen): pygwrap.please_stand_by(screen, "Building world...") nart = narrator.Narrative(campaign.Campaign(), init) if nart.story: nart.build() camp = nart.camp pcs = choose_characters(screen) if pcs: camp.name = pygwrap.input_string(screen, redrawer=PosterRedraw(screen), prompt="Enter campaign name") camp.add_party(pcs) camp.place_party() camp.play(screen)
def start_campaign( init, screen ): pygwrap.please_stand_by( screen, "Building world..." ) nart = narrator.Narrative( campaign.Campaign(), init ) if nart.story: nart.build() camp = nart.camp pcs = choose_characters( screen ) if pcs: camp.name = pygwrap.input_string(screen, redrawer=PosterRedraw(screen), prompt="Enter campaign name" ) camp.add_party( pcs ) camp.place_party() camp.play( screen )
def bardic_start_campaign(screen): init = narrator.plots.PlotState(rank=1) pygwrap.please_stand_by(screen, "Building world...") nart = narrator.Narrative(campaign.Campaign(), init, adv_type="STUB_BARDIC", end_rank=5) if nart.story: nart.build() camp = nart.camp pcs = choose_characters(screen) if pcs: camp.name = pygwrap.input_string(screen, redrawer=PosterRedraw(screen), prompt="Enter campaign name") camp.add_party(pcs) camp.place_party() camp.play(screen)
def bardic_start_campaign( screen ): init = narrator.plots.PlotState(rank=1) pygwrap.please_stand_by( screen, "Building world..." ) nart = narrator.Narrative( campaign.Campaign(), init, adv_type="STUB_BARDIC", end_rank=5 ) if nart.story: nart.build() camp = nart.camp pcs = choose_characters( screen ) if pcs: camp.name = pygwrap.input_string(screen, redrawer=PosterRedraw(screen), prompt="Enter campaign name" ) camp.add_party( pcs ) camp.place_party() camp.play( screen )
def make_character( screen ): """Generate and return a new player character.""" # We're gonna use the same redrawer for this entire process. redraw = charsheet.MenuRedrawer( screen = screen ) # Get gender. gender = choose_gender( screen , redraw ) if gender is False: return None # Get species. species = choose_species( screen , redraw ) if not species: return None pc = characters.Character( species = species(), gender = gender ) redraw.charsheet = charsheet.CharacterSheet( pc , screen = screen ) # Roll stats and pick a class. level = choose_level( screen, redraw, pc ) if not level: return None pc.levels.append( level(1,pc) ) give_starting_equipment( pc ) redraw.charsheet.regenerate_avatar() # Customize appearance. choose_appearance( screen, redraw, pc ) # Choose a name. redraw.caption = "Done!" name = pygwrap.input_string( screen, redrawer=redraw, prompt="Enter character name" ) if name: pc.name = name pc.choose_random_spells() return pc else: return None
def create_new_level( screen ): rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 ) myredraw = MenuRedrawer( "Select Width" , screen ) for t in range( 20 , 305 , 10 ): rpm.add_item( "Width: " + str( t ) , t ) rpm.predraw = myredraw width = rpm.query() if width: rpm = rpgmenu.Menu( screen , x=screen.get_width()/2 - 200 , y=screen.get_height()/2 - 130, w=400, h=300 ) for t in range( 20 , 205 , 10 ): rpm.add_item( "Height: " + str( t ) , t ) myredraw.caption = "Select Height" rpm.predraw = myredraw height = rpm.query() if height: the_level = maps.Map(width=width,height=height) select_backdrop( the_level , screen ) myredraw.caption = "Enter Filename" fname = pygwrap.input_string( screen, rpgmenu.MENUFONT, redrawer=myredraw, prompt="Enter Filename") the_level.fname = fname edit_map( the_level , screen )
def make_character(screen): """Generate and return a new player character.""" # We're gonna use the same redrawer for this entire process. redraw = charsheet.MenuRedrawer(screen=screen) rpm = charsheet.RightMenu(screen, predraw=redraw) # rpm.query() # Get gender. gender = choose_gender(screen, redraw) if gender is False: return None redraw.caption = "Select this character's Race" # Get species. species = choose_species(screen, redraw) while species is 0: gender = choose_gender(screen, redraw) redraw.caption = "Select this character's Race" species = choose_species(screen, redraw) if not species or not gender: return None if not species: return None #displays the character sprite based on the gender and race selection pc = characters.Character(species=species(), gender=gender) redraw.charsheet = charsheet.CharacterSheet(pc, screen=screen) # Roll stats and pick a class. level = choose_level(screen, redraw, pc) redraw.charsheet = charsheet.CharacterSheet(pc, screen=screen) redraw.charsheet.regenerate_avatar() if not level: return None while level == 'change': temp = choose_species(screen, redraw) while temp is 0: gender = choose_gender(screen, redraw) pc = characters.Character(species=species(), gender=gender) redraw.charsheet = charsheet.CharacterSheet(pc, screen=screen) temp = choose_species(screen, redraw) species = temp pc = characters.Character(species=species(), gender=gender) redraw.charsheet = charsheet.CharacterSheet(pc, screen=screen) level = choose_level(screen, redraw, pc) redraw.charsheet.regenerate_avatar() # Customize appearance. d = choose_appearance(screen, redraw, pc) done = 1 while done != 0: done = final_looks(screen, redraw, pc) if done == 1: gender = choose_gender(screen, redraw) pc = characters.Character(species=species(), gender=gender) redraw.charsheet = charsheet.CharacterSheet(pc, screen=screen) redraw.charsheet.regenerate_avatar() if done == 2: species = choose_species(screen, redraw) pc = characters.Character(species=species(), gender=gender) redraw.charsheet = charsheet.CharacterSheet(pc, screen=screen) redraw.charsheet.regenerate_avatar() level = choose_level(screen, redraw, pc) if not level: return None if done == 3: level = choose_level(screen, redraw, pc) if not level: return None if done == 4: d = choose_appearance(screen, redraw, pc) pc.levels.append(level(1, pc)) give_starting_equipment(pc) redraw.charsheet.regenerate_avatar() # Choose a name. redraw.caption = "Done!" name = pygwrap.input_string(screen, redrawer=redraw, prompt="Enter character name") if name: pc.name = name pc.choose_random_spells() return pc else: return None