def __del__(self):
     oliver = adonthell.gamedata_get_character("Oliver Redwyne")
     if self.goto_players_room == 1:
         import events
         events.switch_submap(self.the_player, 12, 5, 3, 1)
         oliver.stop_moving()
         oliver.set_offset(0, 0)
         events.switch_submap(oliver, 12, 5, 4, 0)
Exemple #2
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	def __del__(self):
		oliver = adonthell.gamedata_get_character ("Oliver Redwyne")
		if self.goto_players_room == 1:
		    import events
		    events.switch_submap (self.the_player, 12, 5, 3, 1)
		    oliver.stop_moving ()
		    oliver.set_offset (0, 0)
		    events.switch_submap (oliver, 12, 5, 4, 0)
 def run (self, submap, x, y, dir, name):
     p = adonthell.gamedata_get_character (name)
     # -- bjarn's door closed?
     open = adonthell.gamedata_get_quest ("demo").get_val("bjarn_door_open")
     if open == 0 or open == 1:
         if p.get_name () == adonthell.gamedata_player ().get_name ():
             adonthell.gamedata_get_character ("Bjarn Fingolson").launch_action (p)
         p.stand ()
         p.go_west ()
     else:
         events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
 def run (self, submap, x, y, dir, name):
     p = adonthell.gamedata_get_character (name)
     free = adonthell.gamedata_get_quest ("demo").get_val("silverhair_free")
     
     # -- Jelom not convinced of Silverhair's innocence
     if p.get_val ("came_from_barn") == 1 and not free:
         p.stand ()
         p.go_south ()
         p.speak (_("I better leave the way I came."))
     else:
         events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
         adonthell.audio_fade_out_background (500)
    def run (self, submap, x, y, dir, name):
        # -- just arrived -> do nothing
        if dir == adonthell.STAND_WEST: return
        
        p = adonthell.gamedata_get_character (name)

        if p.get_val ("came_from_barn") == 1:
            p.set_val ("came_from_barn", 0)
            p.set_val ("on_veranda", 1)
            
            events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
            adonthell.audio_fade_out_background (500)
Exemple #6
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 def run (self, submap, x, y, dir, name):
     p = adonthell.gamedata_get_character (name)
     
     # -- pantry door closed?
     locked = adonthell.gamedata_get_quest ("demo").get_val("pantry_locked")
     if locked == 0 or locked == 1:
         adonthell.gamedata_get_quest ("demo").set_val("pantry_locked", 1)
         p.stand ()
         p.go_east ()
         p.speak (_("The door to the pantry is locked."))
     else:
         events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
Exemple #7
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    def run(self):
        # -- deactivate game controls
        if self.index == 0:
            adonthell.gamedata_engine().set_control_active(0)

        # -- Bjarn walks up to chest
        elif self.index == 20:
            bjarn = self.text[3][0]
            if self.done == 0:
                bjarn.set_goal(7, 3, adonthell.STAND_NORTH)
                self.done = 1

            if (bjarn.follow_path() == 0):
                return
            else:
                adonthell.gamedata_player().set_schedule_active(0)
                self.index = self.index + 1
                self.zoom_to_chest()
                return

        # -- Talan bursts in
        elif self.index == 25 and self.done == 0:
            bjarn = self.text[3][0]
            bjarn.go_south()
            bjarn.load('bjarn_crying.mchar')

            talan = adonthell.gamedata_get_character('Talan Wendth')
            talan.load("talan_beaten.mchar")
            events.switch_submap(talan, 7, 1, 6, adonthell.STAND_EAST)

            # -- everyone look at Talan
            adonthell.gamedata_get_character("Erek Stonebreaker").stand_west()
            adonthell.gamedata_get_character("Jelom Rasgar").stand_west()
            adonthell.gamedata_get_character("Imoen Silverhair").stand_west()
            adonthell.gamedata_player().stand_west()

            talan.go_east()
            talan.stand_south()
            self.done = 1

        elif self.index == 36 and self.bubble == None:
            # -- shutdown the mapview, it's no longer needed
            adonthell.gamedata_player().set_schedule_active(0)
            adonthell.gamedata_engine().fade_out()
            adonthell.gamedata_engine().mapview_stop()
            self.fade_to_forest()
            return

        if self.bubble == None:
            self.index = self.index + 1
            self.bubble = self.make_bubble()
            self.done = 0
Exemple #8
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    def run (self):
        # -- deactivate game controls
        if self.index == 0:
            adonthell.gamedata_engine ().set_control_active (0)

        # -- Bjarn walks up to chest
        elif self.index == 20:
            bjarn = self.text[3][0]
            if self.done == 0:
                bjarn.set_goal (7, 3, adonthell.STAND_NORTH)
                self.done = 1
                
            if (bjarn.follow_path () == 0):
                return 
            else:
                adonthell.gamedata_player ().set_schedule_active (0)
                self.index = self.index + 1
                self.zoom_to_chest ()
                return
        
        # -- Talan bursts in
        elif self.index == 25 and self.done == 0:
            bjarn = self.text[3][0]
            bjarn.go_south ()
            bjarn.load ('bjarn_crying.mchar')
            
            talan = adonthell.gamedata_get_character ('Talan Wendth')
            talan.load ("talan_beaten.mchar")
            events.switch_submap (talan, 7, 1, 6, adonthell.STAND_EAST)
            
            # -- everyone look at Talan
            adonthell.gamedata_get_character ("Erek Stonebreaker").stand_west ()
            adonthell.gamedata_get_character ("Jelom Rasgar").stand_west ()
            adonthell.gamedata_get_character ("Imoen Silverhair").stand_west ()
            adonthell.gamedata_player ().stand_west ()
            
            talan.go_east ()
            talan.stand_south ()
            self.done = 1
        
        elif self.index == 36 and self.bubble == None:
            # -- shutdown the mapview, it's no longer needed
            adonthell.gamedata_player ().set_schedule_active (0)
            adonthell.gamedata_engine ().fade_out ()
            adonthell.gamedata_engine ().mapview_stop ()
            self.fade_to_forest ()
            return
        
        if self.bubble == None:
            self.index = self.index + 1
            self.bubble = self.make_bubble ()
            self.done = 0
Exemple #9
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 def run(self, submap, x, y, dir, name):
     p = adonthell.gamedata_get_character(name)
     # -- bjarn's door closed?
     open = adonthell.gamedata_get_quest("demo").get_val("bjarn_door_open")
     if open == 0 or open == 1:
         if p.get_name() == adonthell.gamedata_player().get_name():
             adonthell.gamedata_get_character(
                 "Bjarn Fingolson").launch_action(p)
         p.stand()
         p.go_west()
     else:
         events.switch_submap(p, self.smdest, self.xdest, self.ydest,
                              self.destdir)
Exemple #10
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    def run(self, submap, x, y, dir, name):
        p = adonthell.gamedata_get_character(name)
        free = adonthell.gamedata_get_quest("demo").get_val("silverhair_free")

        # -- Jelom not convinced of Silverhair's innocence
        if p.get_val("came_from_barn") == 1 and not free:
            p.stand()
            p.go_south()
            p.speak(_("I better leave the way I came."))
        else:
            events.switch_submap(p, self.smdest, self.xdest, self.ydest,
                                 self.destdir)
            adonthell.audio_fade_out_background(500)
Exemple #11
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    def run(self, submap, x, y, dir, name):
        # -- just arrived -> do nothing
        if dir == adonthell.STAND_WEST: return

        p = adonthell.gamedata_get_character(name)

        if p.get_val("came_from_barn") == 1:
            p.set_val("came_from_barn", 0)
            p.set_val("on_veranda", 1)

            events.switch_submap(p, self.smdest, self.xdest, self.ydest,
                                 self.destdir)
            adonthell.audio_fade_out_background(500)
Exemple #12
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    def run(self, submap, x, y, dir, name):
        p = adonthell.gamedata_get_character(name)

        # -- pantry door closed?
        locked = adonthell.gamedata_get_quest("demo").get_val("pantry_locked")
        if locked == 0 or locked == 1:
            adonthell.gamedata_get_quest("demo").set_val("pantry_locked", 1)
            p.stand()
            p.go_east()
            p.speak(_("The door to the pantry is locked."))
        else:
            events.switch_submap(p, self.smdest, self.xdest, self.ydest,
                                 self.destdir)
    def run (self, submap, x, y, dir, name):
        p = adonthell.gamedata_get_character (name)
        p.set_val ("came_from_barn", 1)
        p.set_val ("on_veranda", 0)
         
        events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
        adonthell.audio_fade_out_background (500)

        p.stand ()
        p.go_west ()
        
        silverhair = adonthell.gamedata_get_character ("Imoen Silverhair")
        
        # -- only initiate dialogue the first time the player enters
        if silverhair.get_val ("talked_to") == 0:
            silverhair.launch_action (p)
Exemple #14
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    def run(self, submap, x, y, dir, name):
        p = adonthell.gamedata_get_character(name)
        p.set_val("came_from_barn", 1)
        p.set_val("on_veranda", 0)

        events.switch_submap(p, self.smdest, self.xdest, self.ydest,
                             self.destdir)
        adonthell.audio_fade_out_background(500)

        p.stand()
        p.go_west()

        silverhair = adonthell.gamedata_get_character("Imoen Silverhair")

        # -- only initiate dialogue the first time the player enters
        if silverhair.get_val("talked_to") == 0:
            silverhair.launch_action(p)
    def run (self, submap, x, y, dir, name):
        p = adonthell.gamedata_get_character (name)

        free = adonthell.gamedata_get_quest ("demo").get_val("silverhair_free")

        # -- Jelom not convinced of Silverhair's innocence
        if not free and p.get_name () == adonthell.gamedata_player ().get_name ():
            # -- we only need that for the dialogue, ...
            p.set_val ("at_silverhairs_door", 1)
            p.stand ()
            p.go_north ()
            adonthell.gamedata_get_character ("Jelom Rasgar").launch_action (p)
            # -- ... so remove it again afterwards
            p.set_val ("at_silverhairs_door", 0)
        else:
            events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
            adonthell.audio_fade_out_background (500)
	def __del__(self):
		# -- 'teleport' to Bjarn's room
		if adonthell.gamedata_get_quest("demo").get_val ("bjarn_door_open") == 2:
		    bjarn = adonthell.gamedata_get_character ("Bjarn Fingolson")
		    bjarn.do_stuff ("await_player")
		    bjarn.time_callback_string ("1t", "start_talking")
		
		    erek = adonthell.gamedata_get_character ("Erek Stonebreaker")
		    import events
		    erek.set_val ("goto", erek.submap ())
		    events.switch_submap (self.the_player, 7, 1, 6, 3)
		    events.switch_submap (erek, 7, 2, 7, 0)
		
		# -- Teleport to Jelom
		if adonthell.gamedata_get_quest("demo").get_val ("convince_jelom") == 2:
		    jelom = adonthell.gamedata_get_character ("Jelom Rasgar")
		    jelom.jump_to (9, 2, 3, 1)
		    jelom.time_callback_string ("1t", "start_talking")
		
		    erek = adonthell.gamedata_get_character ("Erek Stonebreaker")
		    erek.set_schedule_active (0)
		    import events
		    events.switch_submap (self.the_player, 9, 1, 3, 3)
		    events.switch_submap (erek, 9, 2, 4, 0)
Exemple #17
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 def run(self, submap, x, y, dir, name):
     events.switch_submap(adonthell.gamedata_get_character(name),
                          self.smdest, self.xdest, self.ydest, self.destdir)
Exemple #18
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 def run (self, submap, x, y, dir, name):
     p = adonthell.gamedata_get_character (name)
     p.set_val ("on_veranda", 0)
         
     events.switch_submap (p, self.smdest, self.xdest, self.ydest, self.destdir)
Exemple #19
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 def run (self, submap, x, y, dir, name):
     events.switch_submap (adonthell.gamedata_get_character (name),
         self.smdest, self.xdest, self.ydest, self.destdir)
    def run(self, submap, x, y, dir, name):
        p = adonthell.gamedata_get_character(name)
        p.set_val("on_veranda", 1)

        events.switch_submap(p, self.smdest, self.xdest, self.ydest,
                             self.destdir)