scumm.Config.ui_height = 56 scumm.init(players=['guybrush'], current_player='guybrush') #scumm.State.inventory['guybrush']['rubber.chicken'] = 1 t = engine.data['strings'] # # add verbs and verb sets scumm.Config.addVerb( scumm.Verb(id='open', text=t['ui']['open'], items=1, callback=helper.set_verb('open'), handler=func.handler1, default_action=sscripts.say(lines=[t['defaultactions'][1]]))) scumm.Config.addVerb( scumm.Verb(id='close', text=t['ui']['close'], items=1, callback=helper.set_verb('close'), handler=func.handler1, default_action=sscripts.say(lines=[t['defaultactions'][2]]))) scumm.Config.addVerb( scumm.Verb(id='push', text=t['ui']['push'], items=1, callback=helper.set_verb('push'), handler=func.handler1, default_action=sscripts.say(lines=[t['defaultactions'][3]]))) scumm.Config.addVerb(
})) State.addItem( CharItem(id='lookout', text=st['objects']['lookout'], model='lookout', pos=(114, 36), width=20, height=47, offset=[-10, 0], walkto=[134, 36], dir='w', state='idle', text_color=[170, 170, 170, 255], text_offset=[0, 60], chardir='w', speed=100, actions={ 'look': ssc.say(lines=[st['dialogues']['lookout'][50]]), 'talkto': ssc.startDialogue('lookout') })) # State.addItem (Item( # id = 'lookout.lookout', # text = st['objects']['lookout'], # width = 20, # height = 47, # offset= [-10,0], # walkto = [134, 36], # dir = 'w',
'open': ssc.openDoor (doorId='voodoolady.door', var='village_voodoolady'), 'close': ssc.closeDoor (doorId='voodoolady.door', var = 'village_voodoolady'), 'walkto': ssc.walkDoor (var='village_voodoolady', room='village2', pos = var.village2_voodoolady, dir='w') })) State.addItem(Item( id = 'voodoolady.baskets', text = st['objects']['baskets'], model = 'baskets', width = 50, height = 20, walkto= (100, 10), dir = 's', pos = (74, 0), actions = { 'open': ssc.say(lines=[ sl[7], sl[8] ]), 'look': ssc.say(lines=[ sl[9] ]) })) State.addItem(Item( id = 'voodoolady.trunk', text = st['objects']['trunk'], model = 'voodoolady_trunk', width = 70, height = 30, walkto= (260, 14), dir = 's', pos = (230, 0), actions = { 'look': ssc.say(lines=[ sl[24] ]) }))
ssc.walkDoor(var='door.village.scummbar', room='village1', pos=var.village1_door_pos, dir='s') })) State.addItem( Item(id='scummbar.fireplace', text=st['objects']['fireplace'], model='scummbar.fireplace', width=29, pos=(509, 44, 1), height=18, walkto=[512, 40], dir='e', actions={'look': ssc.say(lines=[sl[3]])})) State.addItem( CharItem( id='mancomb.mancomb', model='mancomb.mancomb', pos=(52, 18), state='idle', text_color=[255, 85, 85, 255], text_offset=[0, 90], chardir='e', speed=0, )) State.addItem( Item(id='scummbar.mancomb',
'walkto': ssc.changeRoom(room='village2', pos=var.village2_village1, dir='s') })) State.addItem( Item(id='village1.poster', text=st['objects']['poster'], pos=(259, 27), width=20, height=23, walkto=[269, 15], dir='n', actions={ 'look': ssc.say(lines=[st['lines'][1], st['lines'][2]]), })) # door to Scumm bar State.addItem( Item(id='village1.door', text=st['objects']['door'], model='door_village_scummbar', pos=(699, 7), width=30, height=45, walkto=var.village1_door_pos, dir='n', actions={ 'open': ssc.openDoor(doorId='village1.door', var='village_scummbar'),
return f def openDialogue(dialogueId: str): def f(): s = Script() s.addAction(StartDialogue(dialogueId)) return s return f #################### # default scripts #################### open_ = say(['@defaultactions/1'], 'player') close_ = say(['@defaultactions/2'], 'player') push_ = say(['@defaultactions/3'], 'player') pull_ = say(['@defaultactions/3'], 'player') look_ = say(['@defaultactions/4'], 'player') pickup_ = say(['@defaultactions/5'], 'player') talkto_ = say(['@defaultactions/2'], 'player') turnon_ = say(['@defaultactions/2'], 'player') turnoff_ = say(['@defaultactions/2'], 'player') use_ = say(['@defaultactions/2'], 'player') give_ = say(['@defaultactions/2'], 'player') look_lookout = say(['@dialogues/lookout/50'], 'player') talkto_lookout = openDialogue('lookout') look_village1_poster = say(['@lines/1', '@lines/2'], 'player') walkto_lookout_stairs = goto('village1', '@village1_lookout', 'e')