def relwlkkidsstone(self): state = DungeonState() state.message = "The eldest one speaks up first. He says they found the stones and they belong to them, and he mentions \ they aren't any big anyway. You explain that you are just curious about them. He tells you they found the m-stones \ in a nearby forest. They only found small ones though, and they can't actually use them like you could a b-stone, \ w-stone or g-stone." state.choices = [('relwlkkidsstonehave', 'Ask if you can have one of the m-stones'), ('relinwalk', 'Leave them alone'),] if game_utils.check_inventory(self.request, inventory_consts.CHILDS_M_STONE): state.choices.pop(0) return state
def relwlkmce(self): state = DungeonState() state.message = "You walk over to the man who has been staring at you and you ask him, politely, how his day is and if there is \ something he'd like to talk about. He gazes right through you and says nothing. Finally, he quietly asks for \ the way back to wutan." state.choices = [('relwlkmcewut', 'Tell him the way back to wutan is over the hills and through his ass'), ('relwlkmceask', 'Ask him what he is talking about'), ('relinwalk', 'Leave him alone'),] if game_utils.check_inventory(self.request, inventory_consts.WUTAN_KNIFE): state.choices.append(('relwlkmcegve', 'Give him the Wutan Knife')) return state
def loreninnask(self): state = DungeonState() state.actions = [] state.message = "You tell Yelvin you'd like a room for the night. You tell him you notice the inn is rather empty, so you wouldn't mind \ a discount. He agrees and gives you a key. You rest well throughout the night. When you wake you leave the inn." if not game_utils.check_inventory(self.request, inventory_consts.LOREN_MUNMOS_WHISKEY_FLYER): state.message += " On your way out you notice a message hanging from your door knob. It says 'Best in the West, \ try DrunkFella's brand bourbon. The best in all Munmos!'. You decide to <div class='special'>keep the flyer</div>. \ You ask Yelvin about the flyer and he says he has no idea where it came from or what Munmos is." state.actions.append((game_utils.add_inventory, self.request, inventory_consts.LOREN_MUNMOS_WHISKEY_FLYER)) state.choices = [('start', 'Leave the Inn'),] return state
def yemprison(self): state = DungeonState() if game_utils.check_inventory(self.request, inventory_consts.PRISON_KEY_YEM): state.message = "You enter the Yementi prison block." state.choices = [('sector5', 'Go to the prisons fifth sector'), ('sector10', 'Go to the prisons tenth sector'), ('sector19', 'Go to the prisons nineteenth sector'), ('commquart', 'Go back to the commanders quarters')] else: state.message = "You cannot enter the Yementi prison block, the door is locked. A key is required." state.choices = [('commquart', 'Go find the key')] return state
def relininn(self): state = DungeonState() has_bell = game_utils.check_inventory(self.request, inventory_consts.RELIN_INN_BELL) msg = "You walk into Relin Red Inn, or, as it's known to locals, just Old Red. There isn't anyone at the small, \ crumbling desk that you face. The place looks like it hasn't been swept in years and it smells like a catacomb." choices = [('shoutoldredkeeper','Holler at the inn keeper, he must be in the back room'), ('start','Leave the Relin Red Inn')] if not has_bell: msg += " You see a little bell with a nice wooden handle." choices.append(('takeoldredbell', 'Take the bell on the inn keepers desk')) state.message = msg state.choices = choices return state