def FIGHTCETUS_WIN(self, camp): pstate = PlotState(adv=Adventure("Resolution")).based_on(self) if camp.campdata[DZDCVAR_NUM_ALLIANCES] >= 3: content.load_dynamic_plot(camp, "DZDCEND_DZALLIANCE", pstate) else: content.load_dynamic_plot(camp, "DZDCEND_TDFMISSILES", pstate) self.end_plot(camp, True)
def _load_next_fight(self, camp): # Load the next fight against Cetus. In case you run out of villages, load the BAD END. if self.cetus_path: mytown = self.cetus_path.pop(0) camp.campdata[DZDCVAR_CETUS_TOWN] = mytown.destination pstate = PlotState( adv=Adventure("CetusFight"), elements={"METROSCENE": mytown.destination, "METRO": mytown.destination.metrodat, "MISSION_GATE": mytown.entrance}, ).based_on(self) sp = content.load_dynamic_plot(camp, "DZDC_FIGHT_CETUS", pstate) self.subplots["FIGHTCETUS"] = sp else: pstate = PlotState(adv=Adventure("Resolution")).based_on(self) content.load_dynamic_plot(camp, "DZDCEND_BAD", pstate) self.end_plot(camp, True)
def _finish_first_quest(self,camp): pstate = PlotState(adv=Adventure("Conclusion")).based_on(self) content.load_dynamic_plot(camp, "DZD_CONCLUSION", pstate) self.first_quest_done = True
def VILLAGE_WIN(self, camp: gears.GearHeadCampaign): # Cetus has been met, and possibly even defeated once. Start the final part of the conclusion. pstate = PlotState(adv=Adventure("Conclusion")).based_on(self) content.load_dynamic_plot(camp, "DZDC_NEW_DEADZONE_ORDER", pstate) self._load_next_fight(camp)