def place_encounters(self, new_map): print("new_map: {}".format(new_map)) print("place_encounters.encounters_placed == {}".format( self.encounters_placed)) startup_zmod.zmod_templeplus_config_apply() startup_zmod.zmod_conditions_apply_pc() if (self.encounters_placed and new_map == 0): return this_entrance_time = toee.game.time.time_game_in_hours2(toee.game.time) print("this_entrance_time == {}".format(this_entrance_time)) if (not self.encounters_placed): self.first_entered_shrs = this_entrance_time self.last_entered_shrs = this_entrance_time if (not self.last_leave_shrs): self.last_leave_shrs = this_entrance_time if (not self.encounters_placed): self.place_encounter_j01() self.place_encounter_j02() self.encounters_placed += 1 self.factions_existance_refresh() self.check_sleep_status_update(1) #toee.game.fade_and_teleport(0, 0, 0, self.get_map_default(), 479, 494) #smith #toee.game.fade_and_teleport(0, 0, 0, self.get_map_default(), 466, 468) #near fontain entrance utils_obj.scroll_to_leader() return
def place_encounters(self, new_map): print("new_map: {}".format(new_map)) print("place_encounters.encounters_placed == {}".format(self.encounters_placed)) startup_zmod.zmod_templeplus_config_apply() startup_zmod.zmod_conditions_apply_pc() if (self.encounters_placed and new_map == 0): return this_entrance_time = toee.game.time.time_game_in_hours2(toee.game.time) print("this_entrance_time == {}".format(this_entrance_time)) if (not self.encounters_placed): self.first_entered_shrs = this_entrance_time self.last_entered_shrs = this_entrance_time if (not self.last_leave_shrs): self.last_leave_shrs = this_entrance_time if (not self.encounters_placed): pass self.encounters_placed += 1 self.factions_existance_refresh() self.check_sleep_status_update(1) utils_obj.scroll_to_leader() return
def place_encounters(self, new_map): print("new_map: {}".format(new_map)) print("place_encounters.encounters_placed == {}".format(self.encounters_placed)) startup_zmod.zmod_templeplus_config_apply() startup_zmod.zmod_conditions_apply_pc() if (self.encounters_placed and new_map == 0): return this_entrance_time = toee.game.time.time_game_in_hours2(toee.game.time) print("this_entrance_time == {}".format(this_entrance_time)) if (not self.encounters_placed): self.first_entered_shrs = this_entrance_time self.last_entered_shrs = this_entrance_time if (not self.last_leave_shrs): self.last_leave_shrs = this_entrance_time if (not self.encounters_placed): self.create_npc_at(utils_obj.sec2loc(478, 508), py14710_smith.CtrlVillageSmith, const_toee.rotation_0900_oclock, "merchant", "smith", None, 0, 1) self.create_npc_at(utils_obj.sec2loc(476, 505), py14711_smith_wife.CtrlVillageSmithWife, const_toee.rotation_0800_oclock, "merchant", "smith_wife", None, 0, 1) self.create_npc_at(utils_obj.sec2loc(503, 477), py14712_wizard.CtrlVillageWizard, const_toee.rotation_0200_oclock, "merchant", "wizard", None, 0, 1) self.create_npc_at(utils_obj.sec2loc(494, 506), py14713_priest.CtrlVillagePriest, const_toee.rotation_1100_oclock, "merchant", "priest", None, 0, 1) self.create_npc_at(utils_obj.sec2loc(475, 475), py14714_mayor.CtrlVillageMayor, const_toee.rotation_1000_oclock, "authority", "mayor", None, 0, 1) self.generate_crowd() self.encounters_placed += 1 self.factions_existance_refresh() self.check_sleep_status_update(1) #toee.game.fade_and_teleport(0, 0, 0, self.get_map_default(), 479, 494) #smith toee.game.fade_and_teleport(0, 0, 0, self.get_map_default(), 466, 468) #near fontain entrance utils_obj.scroll_to_leader() return