Esempio n. 1
0
 def fire(self):
     state = DungeonState()
     if game_utils.check_magic(self.request, magic_consts.FIRE):
         state.message = "You cause second and third degree burns to both thieves, and you smile as you hear their departing screams of agony."
         state.choices = [('relin/start','You head into the town of Relin.')]
     else:
         state.message = "You do not have the ability to use fire magic, while you attempt to cast it, the thieves murder you."
         state.die = True
     return state
Esempio n. 2
0
 def spell(self):
     state = DungeonState()
     if (game_utils.check_magic(self.request, magic_consts.CURE)):
         state.message = "You heal yourself, you feel that you are too weak to continue to explore though, so you go back to camp and gather some firewood along the way."
         state.choices = [('back','Head back to camp')]
     else:
         state.message = "You do not have the ability to use cure magic, you bleed to death."
         state.die = True
     return state
Esempio n. 3
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 def firewhirlwind(self):
     state = DungeonState()
     if game_utils.check_magic(self.request, magic_consts.FIRE):            
         state.message = "You cast fire on Grayson but it has no effect on him.  He just laughs maniacally."
     else:
         state.message = "You do not have fire magic, and you cannot save yourself."  
     state.message += "  Grayson continues to pummel you with his endless hail storm \
                         and he laughs as you squirm and fight against the burning sand.  Your eyeballs are ripped to shreds and your body looks like \
                         it was run through a grater.  Grayson kills you."
     state.die = True
     return state
Esempio n. 4
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 def icewhirlwind(self):
     state = DungeonState()
     if game_utils.check_magic(self.request, magic_consts.FIRE):            
         state.message = "You cast ice magic on Grayson and he is damaged drastically.  He falls backward and goes into a stupor.  You walk over to him \
                         and see if he is still attacking, but he is not.  He falls to the ground, his face buried in the dirt, and he offers his apology over and over.  \
                         You tell him it is ok and that two of you should make haste.  He tells you his sisters name is Ifalna."
         state.choices = [('reassuregraysonlearn', 'Tell Grayson everything will be fine'),]
     else:
         state.message = "You do not have ice magic, and you cannot save yourself.  Grayson continues to pummel you with his endless hail storm \
                         and he laughs as you squirm and fight against the burning sand.  Your eyeballs are ripped to shreds and your body looks like \
                         it was run through a grater.  Grayson kills you."
         state.die = True
     return state                         
Esempio n. 5
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 def curewhirlwind(self):
     state = DungeonState()
     if game_utils.check_magic(self.request, magic_consts.CURE):            
         state.message = "You cast cure and heal yourself.  When Grayson sees the stars of the cure swirling around you, he realizes what is going on \
                         and vanquishes the emotal.  He recalls his whirlwind and runs right up to you.  He checks your body for any major wounds \
                         and you tell him you are ok.  He falls to the ground, his face buried in the dirt, and he offers his apology over and over.  \
                         You tell him it is ok and that two of you should make haste.  He tells you his sisters name is Ifalna."
         state.choices = [('reassuregraysonlearn', 'Tell Grayson everything will be fine'),]
     else:
         state.message = "You do not have cure magic, and you cannot save yourself.  Grayson continues to pummel you with his endless hail storm \
                         and he laughs as you squirm and fight against the burning sand.  Your eyeballs are ripped to shreds and your body looks like \
                         it was run through a grater.  Grayson kills you."
         state.die = True
     return state
Esempio n. 6
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 def usesightcamp(self):
     state = DungeonState()
     if game_utils.check_magic(self.request, magic_consts.SIGHT):            
         state.message = "You see far beyond the walls, and into the depths of the facilities.  You see the faces of the slaves, toiling \
                         away for years on the poisonous, murdersome mines of Yementi.  You see a few empty guards quarters, you see some \
                         people crying, you see some people laughing, you see some things you wish you had not seen.  \
                         Most importantly, though, you gain a <div class='special'>full understanding of the facilities layout</div>."
         state.actions = [(game_utils.add_status, self.request, status_consts.FARSEE_FACILITY_YEM),]
         state.choices = [('makeplan', 'Make a plan for sneaking in'),]
     else:
         state.message = "You do not have Sight."
         state.choices = [('gorunningheadfirst', 'Go charging for the encampment'),
                          ('makeplan', 'Consult Grayson on a plan'),]
     return state