def B4_text(history): print print print delay("You enter a small study, littered with documents and bookshelves lining the walls.") print print delay("To the NORTH is a door made of some strange white, polished material.") print print if overall.master.is_alive == True: delay("At the center of the room is a DESK, behind which sits an old scholarly man reading a book. As you enter the man looks up.") print print if 'visited' in history: delay("The man exclaims, 'You again? I told you you could leave, go on, it's just through that door.'") print else: delay("The man says 'Wha- who are you?! How did you get here? Ah well, I guess it doesn't matter, go on leave, just through that door'. He points to the white door to the NORTH") print else: delay("At the center of the room is a DESK, behind which sits the decapitated corpse of an old man.") print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command B4(new_command, overall.subject, player_input)
def A2_text(history): print print print if overall.if_empty(A2_inventory) == True: print delay("You enter an empty room") print elif overall.if_empty(A2_inventory) == False: print delay("You enter a room. On the floor lies a: ") print for item in A2_inventory: print delay(item) print if 'visited' in history: pass else: print delay("TUTORIAL: To check your health type 'health'. Don't let your health get too low!") print print delay("TUTORIAL: To view what you have in your inventory, type 'inventory'") print print delay("At the NORTH, SOUTH, and WEST sides of the room are doors.") print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command A2(new_command, overall.subject, player_input)
def B3_reit(success): print while success == False: player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command new_subject = overall.subject B3(new_command, new_subject, player_input)
def B3_combat_reit(success): print while overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == False: player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command new_subject = overall.subject B3_combat(new_command, new_subject, player_input)
def A3_combat_reit(success): print while overall.enemy1.is_alive == True: player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command new_subject = overall.subject A3_combat(new_command, new_subject, player_input)
def B4_reit(success): print while success == False: player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command new_subject = overall.subject B4(new_command, new_subject, player_input)
def B3_text(history): print print print if 'visited' not in history: overall.final_enemy.is_alive = True overall.final_enemy.is_asleep = False else: pass delay("You enter a large stone cavern lit by a ring of torches.") print print delay("There are doors at the EAST and NORTH ends of the room.") print print if overall.final_enemy.is_alive == True: if overall.final_enemy.is_asleep == True: delay( "A great large slumbering hound sleeps curled up in the middle of the room." ) print elif overall.final_enemy.is_asleep == False: delay( "A great large hound the size of a small house stands in the center of the room. It catches sight of you as you enter and snarls." ) print print delay("The ENEMY moves to attack!") print else: pass if overall.if_empty(B3_inventory) == False: print delay("On the floor lies a: ") for item in B3_inventory: print delay(item) print print else: delay("On the floor lies the body of a slain ENEMY") print if overall.if_empty(B3_inventory) == False: print delay("On the floor also lies a: ") for item in B3_inventory: print delay(item) print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command if overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == False: B3_combat(new_command, overall.subject, player_input) else: B3(new_command, overall.subject, player_input)
def A3_text(history): print print print if 'visited' not in history: overall.enemy1.is_alive = True else: pass delay('You enter a large circular room with a soaring ceiling, supported by a ring of pillars and lit by flaming braziers. The floor is a a sand pit, littered with human bones and skulls.') print print delay("There are doors at the WEST and SOUTH sides of the room") print print if overall.enemy1.is_alive == True: delay("At the center of the room stands a masked ENEMY, armed with a viciously long knife") print if overall.if_empty(A3_inventory) == False: print delay("On the floor lies a: ") for item in A3_inventory: print delay(item) print print delay("The ENEMY moves to attack!") print print else: delay("On the floor lies the body of a slain ENEMY") print if overall.if_empty(A3_inventory) == False: print delay("On the floor also lies a: ") for item in A3_inventory: print delay(item) print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command if overall.enemy1.is_alive == True: A3_combat(new_command, overall.subject, player_input) else: A3(new_command, overall.subject, player_input)
def B2_text(history): print print print delay("You enter a dimly lit storage room with a CHEST in the back corner.") print print if 'visited' not in history: delay("TUTORIAL: To search a container or a body, type 'search' and the name of the thing you want to search. For example, if you wanted to search a cabinet, you would type 'search cabinet'.") print print delay("The only door in the room is the one on the EAST side through which you just entered.") print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command B2(new_command, overall.subject, player_input)
def B4_text(history): print print print delay( "You enter a small study, littered with documents and bookshelves lining the walls." ) print print delay( "To the NORTH is a door made of some strange white, polished material." ) print print if overall.master.is_alive == True: delay( "At the center of the room is a DESK, behind which sits an old scholarly man reading a book. As you enter the man looks up." ) print print if 'visited' in history: delay( "The man exclaims, 'You again? I told you you could leave, go on, it's just through that door.'" ) print else: delay( "The man says 'Wha- who are you?! How did you get here? Ah well, I guess it doesn't matter, go on leave, just through that door'. He points to the white door to the NORTH" ) print else: delay( "At the center of the room is a DESK, behind which sits the decapitated corpse of an old man." ) print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command B4(new_command, overall.subject, player_input)
def B2_text(history): print print print delay( "You enter a dimly lit storage room with a CHEST in the back corner.") print print if 'visited' not in history: delay( "TUTORIAL: To search a container or a body, type 'search' and the name of the thing you want to search. For example, if you wanted to search a cabinet, you would type 'search cabinet'." ) print print delay( "The only door in the room is the one on the EAST side through which you just entered." ) print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command B2(new_command, overall.subject, player_input)
delay("You are at the end of a windowless, damp, dark, cobblestone hallway, lit by a series of torches.") print print delay("You can't remember how you got here.") print print delay("At the NORTH end of the hallway is a door.") print print delay("TUTORIAL: To move in a certain direction type 'go' and the direction you want to go in. For example, if you wanted to move WEST, you would type in 'Go West'.") print print player_input = raw_input("What do you want to do?: ") while overall.action(player_input) == False: player_input = raw_input("What do you want to do?: ") overall.action(player_input) if overall.command == 1: disembark = True elif overall.command == 2 or overall.command == 3 or overall.command == 4: print delay("A wall blocks your way") print disembark = False else: print print
def A3_combat(command, subject, player_input): if command == 1 or command == 2 or command == 3 or command == 4: print delay("You try to flee, but the ENEMY warrior catches you first") print elif command == 5: if subject.lower() in A3_inventory: print delay("You move to pick up the %s, but the ENEMY warrior blocks your way.") print else: print delay("There is no %s to pick up.") print elif command == 6: print if subject.lower() in overall.main_character.inventory: A3_inventory[subject] = overall.main_character.inventory[subject] del overall.main_character.inventory[subject] delay('%s has been removed from inventory' %(subject)) else: delay('%s not in inventory' %(subject)) print elif command == 7: print delay("Nothing here to search.") print elif command == 8: print if subject.lower() in overall.main_character.inventory and overall.main_character.inventory[subject.lower()].form == 'weapon': delay("You attack the ENEMY warrior with your %s. You deal %s damage." %(subject.lower(), overall.main_character.inventory[subject.lower()].value)) print overall.enemy1.health -= overall.main_character.inventory[subject.lower()].value overall.enemy1.enemy_death() elif subject.lower() in overall.main_character.inventory: overall.main_character.inventory[subject].use() if overall.main_character.inventory[subject.lower()].form == 'food': del overall.main_character.inventory[subject.lower()] else: delay('No %s in inventory' %(subject)) print elif command == 9: for item in overall.main_character.inventory: print delay(item) print if overall.if_empty(overall.main_character.inventory) == True: print delay("You have nothing in your inventory!") print elif command == 10: print if subject.lower() in overall.main_character.inventory: overall.main_character.inventory[subject].describe() else: delay('%s not in inventory' %(subject)) print elif command == 11: print overall.main_character.death() else: pass if overall.enemy1.is_alive == True: print delay("The ENEMY warrior attacks with a lacerating cut from its knife.") print overall.enemy1.enemy_attack() A3_combat_reit(nothing) else: player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command A3(new_command, overall.subject, player_input)
print print delay("You can't remember how you got here.") print print delay("At the NORTH end of the hallway is a door.") print print delay( "TUTORIAL: To move in a certain direction type 'go' and the direction you want to go in. For example, if you wanted to move WEST, you would type in 'Go West'." ) print print player_input = raw_input("What do you want to do?: ") while overall.action(player_input) == False: player_input = raw_input("What do you want to do?: ") overall.action(player_input) if overall.command == 1: disembark = True elif overall.command == 2 or overall.command == 3 or overall.command == 4: print delay("A wall blocks your way") print disembark = False else: print print delay("You can not %s at this time" % (player_input))
def A1_text(history): print print print global player_input delay("You enter a room lit by a single torch.") print if 'visited' not in history: print delay("The door behind you closes and seals.") print else: pass if 'note' not in A1_inventory: if overall.if_empty(A1_inventory) == True: print delay( "The room is empty except for a barren alter standing at its center." ) print elif overall.if_empty(A1_inventory) == False: print delay( "The room is empty except for an alter standing at its center. Upon the alter sits a: " ) print for item in A1_inventory: print delay(item) print if 'note' in A1_inventory: print delay( "The room is empty except for an alter standing at its center. Upon the alter is a NOTE." ) print print if overall.if_empty(A1_inventory) == False and overall.count > 1: delay("On the alter there also sits a: ") for item in A1_inventory: print delay(item) print print delay("The NOTE reads: ") print note.describe() else: pass if 'visited' in history: pass else: print delay( "TUTORIAL: To pick up an item, type 'pick up' and the name of the item you want to pick up. For example, if you wanted to pick up an apple, you would type 'Pick up apple'" ) print print delay( "TUTORIAL: If you want to get rid of an item, type 'drop' and the name of the item you want to get rid of. Remember, if you drop an item you can always come back and pick it up!" ) print print delay("There is a door on the NORTH side of the room") print print if 'visited' in history: delay( "There is a closed and sealed door at the SOUTH side of the room") print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command A1(new_command, overall.subject, player_input)
def B3_combat(command, subject, player_input): if command == 1 or command == 2 or command == 3 or command == 4: print delay("You try to flee, but the ENEMY hound catches you first") print elif command == 5: if subject.lower() in A3_inventory: print delay( "You move to pick up the %s, but the ENEMY hound blocks your way." ) print else: print delay("There is no %s to pick up.") print elif command == 6: print if subject.lower( ) in overall.main_character.inventory and subject.lower( ) == 'dried meat': delay("dried meat has been removed from inventory") print print delay( "The hound stops and sniffs the air. It questioningly walks over to the dried meat and in one bite snaps it up and swallows. It looks at you and licks your face, then turns and walks away to lie down." ) print print delay("The ENEMY is now asleep") print overall.final_enemy.is_asleep = True del overall.main_character.inventory[subject.lower()] elif subject.lower() in overall.main_character.inventory: B3_inventory[subject] = overall.main_character.inventory[subject] del overall.main_character.inventory[subject] delay('%s has been removed from inventory' % (subject)) else: delay('%s not in inventory' % (subject)) print elif command == 7: print delay("Nothing here to search.") print elif command == 8: print if subject.lower( ) in overall.main_character.inventory and overall.main_character.inventory[ subject.lower()].form == 'weapon': delay( "You attack the ENEMY hound with your %s. You deal %s damage." % (subject.lower(), overall.main_character.inventory[subject.lower()].value)) print overall.final_enemy.health -= overall.main_character.inventory[ subject.lower()].value overall.final_enemy.enemy_death() elif subject.lower( ) in overall.main_character.inventory and overall.main_character.inventory[ subject.lower()].form == 'instrument': overall.main_character.inventory[subject].use() print delay( "The hound stops and tilts its head. It then lets out a humongous yawn, lays down, rests its head on its paws, and closes its eyes." ) print print delay("The ENEMY is now asleep.") print print overall.final_enemy.is_asleep = True elif subject.lower() in overall.main_character.inventory: overall.main_character.inventory[subject].use() if overall.main_character.inventory[ subject.lower()].form == 'food': del overall.main_character.inventory[subject.lower()] else: delay('No %s in inventory' % (subject)) print elif command == 9: for item in overall.main_character.inventory: print delay(item) print if overall.if_empty(overall.main_character.inventory) == True: print delay("You have nothing in your inventory!") print elif command == 10: print if subject.lower() in overall.main_character.inventory: overall.main_character.inventory[subject].describe() else: delay('%s not in inventory' % (subject)) print elif command == 11: print overall.main_character.death() else: pass if overall.final_enemy.is_alive == True and overall.final_enemy.is_asleep == False: print delay( "The ENEMY hound runs over and attacks, taking you in its mouth and violently shaking you, then throwing you to the opposite side of the room." ) print overall.final_enemy.enemy_attack() B3_combat_reit(nothing) else: player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command B3(new_command, overall.subject, player_input)
def A1_text(history): print print print global player_input delay("You enter a room lit by a single torch.") print if 'visited' not in history: print delay("The door behind you closes and seals.") print else: pass if 'note' not in A1_inventory: if overall.if_empty(A1_inventory) == True: print delay("The room is empty except for a barren alter standing at its center.") print elif overall.if_empty(A1_inventory) == False: print delay("The room is empty except for an alter standing at its center. Upon the alter sits a: ") print for item in A1_inventory: print delay(item) print if 'note' in A1_inventory: print delay("The room is empty except for an alter standing at its center. Upon the alter is a NOTE.") print print if overall.if_empty(A1_inventory) == False and overall.count > 1: delay("On the alter there also sits a: ") for item in A1_inventory: print delay(item) print print delay("The NOTE reads: ") print note.describe() else: pass if 'visited' in history: pass else: print delay("TUTORIAL: To pick up an item, type 'pick up' and the name of the item you want to pick up. For example, if you wanted to pick up an apple, you would type 'Pick up apple'") print print delay("TUTORIAL: If you want to get rid of an item, type 'drop' and the name of the item you want to get rid of. Remember, if you drop an item you can always come back and pick it up!") print print delay("There is a door on the NORTH side of the room") print print if 'visited' in history: delay("There is a closed and sealed door at the SOUTH side of the room") print print player_input = raw_input("What do you want to do?: ") overall.action(player_input) new_command = overall.command A1(new_command, overall.subject, player_input)