Esempio n. 1
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 def activate(self, party_avatar, direction):
     added = party_avatar.party.inventory.add_item_by_id('leaf')
     if added:
         msg = "Got a Leaf."
     else:
         msg = "Inventory full of Leaves."
     MessageDialog(msg).sync_open()
Esempio n. 2
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 def activate(self, party_avatar, direction):
     play_sfx('sound6.wav')
     if self.closed:
         self.closed = False
         self.schedule_movement(Face(RIGHT))
         self.schedule_movement(Wait(2))
         self.schedule_movement(Face(DOWN))
         self.schedule_movement(Wait(2))
         self.schedule_movement(Face(LEFT))
         self.map.sync_movement([self])
         if self.filled:
             print 'Opened chest and added item'
             self.map.schedule_message(MessageDialog(u"You got Hookshot!"))
             self.filled = False
         else:
             print 'Opened chest but it was empty'
             self.map.schedule_message(MessageDialog(u"The chest is empty\
                                                     =("))
     else:
         print 'Chest is open, closing'
         self.schedule_movement(Face(UP))
         self.closed = True
Esempio n. 3
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 def switch_char(self, char):
     if char in self.party.chars:
         if (len(self.party.chars) > 1 and self.party.remove_char(char)):
             msg = 'Removed %s.' % char
         else:
             msg = 'Cannot remove %s.' % char
     else:
         if self.party.add_char(char):
             msg = 'Added %s.' % char
         else:
             msg = 'Could not add %s.' % char
     MessageDialog(msg).sync_open()
     return True
Esempio n. 4
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 def on_choice(user_data, choice):
     map = user_data
     msg = MessageDialog('on_choice got %d' % (choice + 1))
     map.schedule_message(msg)
Esempio n. 5
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    def activate(self, party_avatar, direction):
        print 'Activated NPC'
        for _ in xrange(2):
            step = Step(inverse(direction), back=True)
            party_avatar.schedule_movement(step)

        dialog = MessageDialog(u"Ouch!", block_movement=True)
        dialog.sync_open()

        dialog = MessageDialog(u"Hey, why are you hitting me?",
                               block_movement=True)
        dialog.sync_open()

        def on_choice(user_data, choice):
            map = user_data
            msg = MessageDialog('on_choice got %d' % (choice + 1))
            map.schedule_message(msg)
        dialog = ChoiceDialog(u"Choose NOW:",
                              ["Choice 1", "Choice 2", "Choice 3", "Choice 4"],
                              user_data=self.map,
                              completion_callback=on_choice,
                              block_movement=True)
        dialog.sync_open()

        dialog = MessageDialog(u"Chose %d" % (dialog.result + 1),
                               block_movement=True)
        dialog.sync_open()

        movement = PathMovement(self.map, party_avatar, Position(9, 4))
        party_avatar.schedule_movement(movement)
Esempio n. 6
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 def use_on_party_member(self, character):
     msg = 'Using %s on %s' % (self.name, character)
     dialog = MessageDialog(msg, True)
     dialog.sync_open()
Esempio n. 7
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 def activate(self, party_avatar, direction):
     print 'GLOMPed NPC'
     self.map.schedule_message(MessageDialog('GLOMP'))
     self.destroy()
Esempio n. 8
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 def activate(self, party_avatar, direction):
     self.map.schedule_message(MessageDialog('You game will be saved to %s.'
                               % SAVE_FILE, block_movement=True))
     self.map.save_world(SAVE_FILE)
     self.map.schedule_message(MessageDialog('Game saved.',
                                             block_movement=True))
Esempio n. 9
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 def activate(self, party_avatar, direction):
     MessageDialog('You game will be saved to %s.' % SAVE_FILE,
                   block_movement=True).sync_open()
     self.map.save_world(SAVE_FILE)
     MessageDialog('Game saved.', block_movement=True).sync_open()
Esempio n. 10
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 def activate(self, party_avatar, direction):
     for id in itembase.item_factory.classes.keys():
         party_avatar.party.inventory.add_item_by_id(id)
     MessageDialog('Found a lot of stuff inside the barrel.').sync_open()
Esempio n. 11
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 def activate(self, party_avatar, direction):
     added = party_avatar.party.inventory.add_item_by_id('log')
     if added:
         MessageDialog("Got a Log.").sync_open()
     else:
         MessageDialog("Inventory full of Logs.").sync_open()
Esempio n. 12
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 def open_party(self):
     msg = 'Party:' + str(self.party)
     MessageDialog(msg).sync_open()
     msg = 'Reserve:' + str(self.reserve.get_names())
     MessageDialog(msg).sync_open()
     return True
Esempio n. 13
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    def collide_with_party(self, party_avatar, direction):

        self.map.pause(30)
        self.map.schedule_message(MessageDialog('Gratz! You won!'))
Esempio n. 14
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 def activate(self, party_avatar, direction):
     print 'GLOMPed NPC'
     self.map.schedule_message(MessageDialog('GLOMP'))
     self.map.remove_object(self)
Esempio n. 15
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 def use_on_party_member(self, character):
     msg = 'Using %s on %s' % (self.name, character)
     dialog = MessageDialog(msg, True)
     dialog.sync_open()