Esempio n. 1
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def _wizard():
    creature = Mob("wizard", "you can hear sparkles and magic...a wizard!",
                   "some dust and intestines under a robe")
    creature.hp = 20
    creature.ap = 10
    creature.xp = 750
    creature.cash = randint(100, 200)
    creature.attack = 10
    creature.sensitivity = None
    return creature
Esempio n. 2
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def _robber():
    creature = Mob("robber",
                   "a bag of money and the chewing of knives...a robber!",
                   "a crumpled heap of humanoid flesh")
    creature.hp = 15
    creature.ap = 5
    creature.xp = 500
    creature.cash = randint(50, 100)
    creature.attack = 5
    creature.sensitivity = "green"
    return creature
Esempio n. 3
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def _scary_creature():
    creature = Mob("very scary creature",
                   "you're not sure...some very scary creature!",
                   "it's still vibrating and pulsating")
    creature.hp = 50
    creature.ap = 15
    creature.xp = 1500
    creature.cash = randint(200, 300)
    creature.attack = 20
    creature.sensitivity = None
    return creature
Esempio n. 4
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def _strange_creature():
    creature = Mob("strange creature",
                   "you're not sure...some strange creature!",
                   "it's still vibrating")
    creature.hp = 30
    creature.ap = 10
    creature.xp = 1000
    creature.cash = randint(200, 300)
    creature.attack = 15
    creature.sensitivity = None
    return creature
Esempio n. 5
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def _rockman():
    creature = Mob("rock monster",
                   "sounds like rolling rocks...like a rock monster!",
                   "a pile of pebbels, rubble and rocks")
    creature.hp = 4
    creature.ap = 8
    creature.xp = 250
    creature.cash = randint(50, 100)
    creature.attack = 5
    creature.sensitivity = "red"
    if randint(0, 1) == 1:
        return creature
Esempio n. 6
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def _goat():
    creature = Mob("demon goat", "you can hear hoves on rocks...a demon goat!",
                   "a human chest and the body of a goat, weird")
    creature.hp = 5
    creature.ap = 1
    creature.xp = 100
    creature.cash = randint(15, 50)
    creature.attack = 2
    creature.sensitivity = "red"
    if randint(0, 1) == 1:
        return creature
    return creature
Esempio n. 7
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def _lobster():
    creature = Mob(
        "giant lobster",
        "it makes a click-clacking noise, almost like...a giant crab!",
        "a pile of cans, claws and shells")
    creature.hp = 7
    creature.ap = 4
    creature.xp = 350
    creature.cash = randint(50, 100)
    creature.attack = 4
    creature.sensitivity = "blue"
    return creature
Esempio n. 8
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def _unicorn():
    creature = Mob("unicorn",
                   "you can hear hoves, sparkles and magic...a unicorn!",
                   "the blood is sticky and warm")
    creature.hp = 50
    creature.ap = 50
    creature.xp = 1500
    creature.cash = randint(300, 500)
    creature.attack = 10
    creature.sensitivity = "green"
    if randint(0, 5):
        return creature
Esempio n. 9
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def _bunny():
    creature = Mob(
        "bomber bunny",
        "you can hear sizzles and maniacal laughter...a bomber bunny!",
        "it's completely mangled")
    creature.hp = 3
    creature.ap = 1
    creature.xp = 50
    creature.cash = randint(25, 75)
    creature.attack = 2
    creature.sensitivity = "green"
    if randint(0, 2) == 1:
        return creature
Esempio n. 10
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def _crab():
    creature = Mob(
        "giant crab",
        "it makes a click-clacking noise, almost like...a giant crab!",
        "a pile of cans, claws and shells")
    creature.hp = 4
    creature.ap = 3
    creature.xp = 200
    creature.cash = randint(25, 75)
    creature.attack = 4
    creature.sensitivity = "blue"
    if randint(0, 1) == 1:
        return creature
Esempio n. 11
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def scene1():
    start_room = bedroom = Rolodex("bedroom")
    closet = Rolodex("closet")
    hallway = Rolodex("hallway")
    livingroom = Rolodex("livingroom")

    # BEDROOM
    bedroom.node.reparent_to(render)
    bed = Menu("bed")
    bed.add(Return("look", "You just woke up from this bed."))
    bedroom.add(bed)
    bedroom_hallway_door = Door(name="door",
                                destination=hallway,
                                description="a plain white door")
    bedroom_hallway_door.locked = "It won't open. It's locked."
    bedroom.add(bedroom_hallway_door)

    bedroom_closet_door = bedroom.add(
        Door(name="closet",
             destination=closet,
             description="The oak closet holding your wardrobe."))
    # DESK
    desk = Rolodex("desk")
    bedroom.add(Move("desk", desk, "You look closer at the desk."))
    desk.add(Option("computer", "It's old and crappy"))

    def unlock_bedroom_door(activated, activator):
        if bedroom_hallway_door.locked:
            bedroom_hallway_door.locked = None
            base.interface.say("You unlock the door with a satisfying click.")
        else:
            base.interface.say("It's already unlocked.")

    key = desk.add(Item("key"))
    key.add(Return("look", "It's an old and crappy key"))
    key.add(
        Use("use", "That doesn't work.", bedroom_hallway_door,
            unlock_bedroom_door))
    desk.add(
        Move("nevermind",
             bedroom,
             "You stop looking at the desk.",
             keep_rotation=None))

    # HALLWAY
    hallway.add(Option("statue", "It's a statue of an angel."))
    staircase_down = hallway.add(Menu("staircase"))
    staircase_down.add(Return("look", "Stairs go downwards here."))
    staircase_down.add(
        Move("go down",
             livingroom,
             "You descend the stairs.",
             keep_rotation=False))
    hallway.add(
        Mob("zombie", "It's all sticky and oogy.",
            "a puddle of meat and bones."))
    hallway.add(Option("painting", "an ugly painting"))
    hallway.add(Door(destination=bedroom, mimic=bedroom_hallway_door))

    # LIVINGROOM
    livingroom.add(Option("front door", "The front door to the house."))
    livingroom.add(Option("television", "The tv. It's turned off."))
    livingroom.add(Option("sofa", "The sofa. You hate this thing."))
    staircase_up = livingroom.add(Menu("staircase"))
    staircase_up.add(Return("look", "Stairs go upwards here."))
    staircase_up.add(
        Move("go up", hallway, "You ascend the stairs.", keep_rotation=False))

    # CLOSET
    closet.add(Door(destination=bedroom, mimic=bedroom_closet_door))
    closet.add(Option("clothing", "all sort of clothing"))

    return start_room