Example #1
0
def create_item():
    creator_item_properties = {'type': None}
    renpy.call_screen('sc_item_creator', creator_item_properties)
    item_type = creator_item_properties['type']
    if item_type == 'armor':
        item = Armor(creator_item_properties['armor_rate'])
    elif item_type == 'weapon':
        item = Weapon(creator_item_properties[
                      'size'], creator_item_properties['damage_type'])
    item.set_quality(1)
    return item
Example #2
0
    def start(self):
        """
        :return: None

        Starts the game. New or loaded.
        """
        #self.current_location = self.location_manager.get_location(self.start_location)
        #while not self.ended:
        #    self.current_location.stay()
        #pass
        renpy.call_screen("game_screen")
Example #3
0
 def _get_combatant(self, side):
     try:
         combatant = getattr(self, side).pop()
     except IndexError:
         return self._end_fight(side)
     if side == 'allies':
         combatant.set_side('allies')
         renpy.call_screen('sc_prefight_equip', combatant, self)
     else:
         combatant.set_side('enemies')
     self.use_stack = {'allies': [], 'enemies': []}
     return combatant
Example #4
0
 def say(self, what):
     renpy.call_screen('sc_dialog', who=self, what=what)
Example #5
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 def start(self):
     return renpy.call_screen('sc_sex', self)
Example #6
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 def call_screen(self, screen_name, *args, **kwargs):
     renpy.call_screen(screen_name, *args, **kwargs)
Example #7
0
 def start(self):
     return renpy.call_screen('sc_arena', arena=self)
Example #8
0
 def say(self, who, what, interact=True):
     renpy.call_screen("game_screen", who, what, interact)