def crossIceBridge(): DialogBox.displayText("What you wouldnt give for a nice pair", yellow, "of golf shoes right now! The bridge is", yellow, "as slick as can be and one stumble could", yellow, "spell doom. You carefully tread across.", yellow, False) random.choice([iceDoorRiddles, iceBridgeSlip])()
def iceQuestionAnswers1(): DialogBox.displayText( "How will you respond?", yellow, " First Place Raspberry Jam", green, " Second Place I hate running", green, " Third Place Open the Door!!!", green, True) travelOptions(iceQuestionAnswers1)
def batTunnel(): batCave = pygame.image.load('pictures/rooms/bats.jpg') gameDisplay.blit(batCave, [250, 0]) DialogBox.displayText("You make your way down the corridor", yellow, "only to discover a tunnel full of bats.", yellow, "", yellow, "", yellow, False) bats()
def drinkPotion(): DialogBox.displayText( "Which potion will you drink?", yellow, " Red Potion Orange Potion", green, " Yellow Potion Green Potion", green, " Blue Potion Purple Potion", green, True) downTheHatch()
def fireDamageText(): damage = int(random.randint(savables.fireMin,savables.fireMax)*combat.damageReducer*combat.damageEnhancer) combat.monsterHealth -= damage combat.monsterBar = (((combat.monsterHealth*100)/combat.totalMhealth)*2) DialogBox.displayText("You shoot fire forth from your hands...",yellow, "The %s takes %d damage!"%(randMonster.monster,damage),orange, "",yellow,"",yellow,False)
def barneyOptions1(): DialogBox.displayText("What will you do?", yellow, " Turn back Flee", green, " Run Away Retreat", green, " Escape Open door?", green, True) actionSelection(barneyOptions1)
def exitFadeIn(): global punishBattle x = 70 for i in range(70): clock.tick(40) gameDisplay.blit(exitCavern2, [250, 0]) gameDisplay.blit(lepSitting, [250, 0]) weapons.redrawBorders() pygame.display.update() gameDisplay.blit(exitCavern, [250, 0]) gameDisplay.blit(lepSitting, [250, 0]) line1 = "'Never let it be said that I am not a" line2 = "good sport. I know how hard you have" line3 = "worked to build your fighting skills." line4 = "Go ahead and take your best shot.'" DialogBox.displayText(line1,green,line2,green,line3,\ green,line4,green,False) randMonster.monsterPic = lepSitting randMonster.monsterBackground = exitCavern randMonster.monsterRoar = audio.leprechaunLaugh combat.battle = True punishBattle = True combat.monsterHealth = 3000 combat.totalMhealth = 3000 randMonster.randMonster('boss', 'random')
def leprechaunOptionsComplete(): DialogBox.menuType = "fourChoiceMenu" DialogBox.displayText("What will you do?", yellow, " Train Skills Leave", green, " Ask about quest ", green, " Ask about... ", green, True) leprechaunSelection(leprechaunOptionsComplete)
def askAbout(): DialogBox.menuType = "fiveChoiceMenu" DialogBox.displayText("Ask about:", yellow, " The Labyrinth Items", green, " Weapons Combat", green, " Armor", green, True) leprechaunOptionsComplete()
def pool(): DialogBox.menuType = "fourChoiceMenu" DialogBox.displayText("What will you do?", yellow, " Drink from pool Fill a bottle", green, " Throw a rock in", green, " Leave", green, True) travelOptions(pool)
def startText(): gameDisplay.blit(corridor1, (250, 0)) DialogBox.displayText("You see a long corridor in front of you.", yellow, "There is a door on the left wall and a", yellow, "ladder going up on the right wall behind", yellow, "you. What would you like to do?", yellow, False) start()
def sewerTravelOptions(): DialogBox.menuType = "fourChoiceMenu" DialogBox.displayText("What will you do?", yellow, " Go down passage Save Game", orange, " Yell for help", orange, " Drink Potion", orange, True) sewerSelection(sewerTravelOptions)
def subwayLocked(): DialogBox.displayText("You come to a junction section of", yellow, "the sewer. There are several doors that are", yellow, "are all locked from the other side. The only", yellow, "way out appears to be the staircase.", yellow, False)
def grandRoom(): line1 = "You come to a grand junction room. There" line2 = "are many doors and corridors branching" line3 = "off of this room. There is no way of" line4 = "telling where they might lead to." DialogBox.displayText(line1,yellow,line2,yellow,line3,\ yellow,line4,yellow,False)
def monsterEncounter(): DialogBox.displayText("You reach the bottom with a splash and", yellow, "notice a pair of sinister yellow eyes slowly", yellow, "approaching you in the darkness.", yellow, "", yellow, False) randMonster.randMonster("weak", "random") sewerTravelOptions()
def barneyOptions2(): DialogBox.displayText("Open the door? Really?", yellow, " No No", green, " No No", green, " No Not no", green, True) actionSelection(barneyOptions2)
def riposte(): global bleed,weaponAnimations damage = int(random.randint(savables.swordMin,savables.swordMax)*combat.damageReducer*combat.damageEnhancer) weaponAnimations = True DialogBox.displayText("You riposte the %s's"%randMonster.monster,yellow, "attack with your sword!",yellow,"",yellow,"",yellow,False) audio.monsterHit.play() monsterTakeDamage() combat.monsterHealth -= damage combat.monsterBar = (((combat.monsterHealth*100)/combat.totalMhealth)*2) time.sleep(.2) DialogBox.displayText("You riposte the %s's"%randMonster.monster,yellow, "attack with your sword!",yellow, "The %s takes %d damage!"%(randMonster.monster,damage),orange,"",yellow,False) roll = random.randint(1,10) if savables.swordSkill == 3 and roll < 5: time.sleep(.2) DialogBox.displayText("You riposte the %s's"%randMonster.monster,yellow, "attack with your sword!",yellow, "The %s takes %d damage!"%(randMonster.monster,damage),orange, "The %s is wounded!"%randMonster.monster,orange,False) bleed += (random.randint(5,15)) weaponAnimations = False DialogBox.displayText("You riposte the %s's"%randMonster.monster,yellow, "attack with your sword!",yellow, "The %s takes %d damage!"%(randMonster.monster,damage),orange, "The %s is wounded!"%randMonster.monster,orange,False) else: weaponAnimations = False DialogBox.displayText("You riposte the %s's"%randMonster.monster,yellow, "attack with your sword!",yellow, "The %s takes %d damage!"%(randMonster.monster,damage),orange,"",yellow,False) time.sleep(.3)
def fireDoorOptions(): DialogBox.menuType = "threeChoiceMenu" audio.fireBurn.fadeout(2500) DialogBox.displayText("What will you do?", yellow, " Go back in", green, " Steer clear", green, " Use Item", green, True) travelOptions(fireDoorOptions)
def start(): DialogBox.displayText("What will you do? Make your selection:", yellow, " Open the door Yell for help", green, " Climb the ladder Monster", green, " Go down corridor Drink a Potion", green, True) travelOptions(start)
def potionsRoulette(): gameDisplay.blit(rouletteRoom, [250, 0]) DialogBox.displayText("You wander into a room that is empty", yellow, "except for a table in the middle with 6", yellow, "potions sitting on it. On the wall is a", yellow, "plack that reads,", yellow, False) roulettePlack()
def tremor2(): damage = random.randint(7,12) DialogBox.displayText("Your voice reverberates through the halls",yellow, "A tremor starts and the ground shakes!",yellow, "Something falls and hits you on the head!",yellow, "It was a big rock. You take %d damage!"%damage,orange,False) savables.health -= damage
def randMonster(strength, dice): global monsterStrength, monsterPic monsterStrength = strength if dice == "random": roll = random.randint(1, 5) else: roll = dice if strength == "weak": weakMonsters(roll) elif strength == "medium": mediumMonsters(roll) elif strength == "strong": strongMonsters(roll) elif strength == "boss": setLeprechaunPunish() if strength == "weak" or strength == "medium": if not keyBattle: audio.pygame.mixer.music.load('Audio/battle.ogg') else: audio.pygame.mixer.music.load('Audio/bossBattle.ogg') elif strength == "strong": audio.pygame.mixer.music.load('Audio/bossBattle.ogg') monsterPic = defaultMonsterPic if not finalBattle.punishBattle: audio.monsterRoar.play() audio.pygame.mixer.music.play(-1) pygame.mixer.music.set_volume(.4) encounterAnimation() DialogBox.displayText("A %s suddenly attacks!" % monster, yellow, "", yellow, "", yellow, "", yellow, False) combat.combat()
def moneyIncorrect(): line1 = "The keypad goes blank, then resets." line2 = "Apparently that answer was not correct." line3 = "Maybe you should try again?" line4 = "" DialogBox.displayText(line1,yellow,line2,yellow,line3,\ yellow,line4,yellow,False) cashOptions()
def ladder(): line1 = "You climb the ladder to a sealed hatch at" line2 = "at the top. You try to bash it open but it" line3 = "is securely fastened. There is nowhere" line4 = "else to go but back down the ladder." DialogBox.displayText(line1,yellow,line2,yellow,line3,\ yellow,line4,yellow,False) corridor1.start()
def yell2(): leprechaunAppear = pygame.image.load('pictures/rooms/leprechaun.jpg') gameDisplay.blit(leprechaunAppear,[250,0]) DialogBox.displayText("You yell at the top of your lungs hoping",yellow, "that somehow, help will arrive.", yellow, "A door magically appears on the wall and",yellow, "a curious leprechaun pokes its head out.",yellow,False) leprechaun.leprechaunOptions()
def potionsMenu(): DialogBox.menuType = "fourChoiceMenu" row1 = line1 if savables.healthPotions > 0 else blankRowBack row2 = line2 if savables.regenPotions > 0 else blankRow row3 = line3 if savables.megaPotions > 0 else blankRow DialogBox.displayText("Available potions:",yellow, row1,green,row2,green,row3,green,True) selectionMenu(potionsMenu)
def tunnelGrate(): tunnelGratePic = pygame.image.load('pictures/rooms/tunnelGrate.jpg') gameDisplay.blit(tunnelGratePic, [250, 0]) DialogBox.displayText("You arrive at another corridor", yellow, "this one having a metal grate in the", yellow, "floor that easily comes off. There is", yellow, "a ladder going down the opening.", yellow, False) tunnelGrateOptions()
def yell1(): damage = random.randint(7,12) DialogBox.displayText("You yell at the top of your lungs hoping",yellow, "that somehow, help will arrive.", yellow, "Nope. No help arrived. In fact, now your",yellow, "throat hurts. You take %d damage. (Idiot!)"%damage,yellow,False) savables.health -= damage corridor1.tunnelGrateOptions()
def openBarneyDoor(): DialogBox.displayText("That is not a valid option. Try again.", red, "", yellow, "", yellow, "", yellow, False) DialogBox.displayText("That is not a valid option. Try again.", red, "Ok, I am lying, it is a valid option", yellow, "but are you sure you want to do this?", yellow, "", yellow, False) barneyOptions2()
def iceQuestionAnswers3(): DialogBox.displayText("How will you respond?", yellow, " Nummy Nunu", green, " Jane Is she cute?", green, " Mary I hate you!", green, True) travelOptions(iceQuestionAnswers3)