示例#1
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 def _win_adventure(self, camp):
     npc = self.elements["NPC"]
     npc.relationship.history.append(Memory(
         "you cost me a lot of money",
         random.choice(self.adv.mission_grammar["[win_pp]"]),
         -10, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC)
     ))
示例#2
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 def _win_adventure(self, camp):
     npc = self.elements["NPC"]
     npc.relationship.history.append(Memory(
         "you refused my business offer",
         random.choice(self.adv.mission_grammar["[win_pp]"]),
         0, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC)
     ))
示例#3
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 def _lose_adventure(self, camp):
     npc = self.elements["NPC"]
     npc.relationship.attitude = relationships.A_SENIOR
     npc.relationship.history.append(Memory(
         random.choice(self.LOSE_MEMORIES),
         random.choice(self.adv.mission_grammar["[lose_pp]"]),
         5, memtags=(relationships.MEM_Clash, relationships.MEM_DefeatPC)
     ))
示例#4
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 def _win_adventure(self, camp):
     npc = self.elements["NPC"]
     npc.relationship.attitude = relationships.A_FRIENDLY
     npc.relationship.history.append(Memory(
         random.choice(self.WIN_MEMORIES),
         random.choice(self.adv.mission_grammar["[win_pp]"]),
         5, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC)
     ))
示例#5
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 def NPC_WIN(self, camp):
     # Check this trigger if PC wins combat.
     ghcutscene.SimpleMonologueDisplay(
         "[THANKS_FOR_MECHA_COMBAT_HELP] I better get back to base.",
         self.elements["NPC"])(camp)
     self.elements["NPC"].relationship.history.append(
         Memory("you fought at my side",
                "I helped you in battle",
                5,
                memtags=(relationships.MEM_AidedByPC, )))
    def NPC_WIN(self, camp: gears.GearHeadCampaign):
        # Check this trigger if PC wins combat.
        npc: gears.base.Character = self.elements["NPC"]

        if npc.get_reaction_score(
                camp.pc, camp) > random.randint(40, 80) - camp.get_party_skill(
                    gears.stats.Charm, gears.stats.Negotiation):
            ghcutscene.SimpleMonologueDisplay(
                "[THANKS_FOR_MECHA_COMBAT_HELP] Let me know if you ever need me to return the favor.",
                self.elements["NPC"])(camp)
            npc.relationship.tags.add(gears.relationships.RT_LANCEMATE)
            npc.relationship.history.append(
                Memory("I promised to help you if you ever needed help",
                       "you promised to help me when I needed you",
                       15,
                       memtags=(relationships.MEM_AidedByPC, )))
        else:
            ghcutscene.SimpleMonologueDisplay("[THANKS_FOR_MECHA_COMBAT_HELP]",
                                              self.elements["NPC"])(camp)
            npc.relationship.reaction_mod += random.randint(1, 10)
示例#7
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 def _lose_adventure(self,camp):
     self.elements["NPC"].relationship.history.append(Memory(
         random.choice(self.adv.mission_grammar["[lose_ep]"]),
         random.choice(self.adv.mission_grammar["[lose_pp]"]),
         0, memtags=(relationships.MEM_Clash, relationships.MEM_DefeatPC)
     ))
示例#8
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 def _win_adventure(self,camp):
     self.elements["NPC"].relationship.history.append(Memory(
         random.choice(self.adv.mission_grammar["[win_ep]"]),
         random.choice(self.adv.mission_grammar["[win_pp]"]),
         -5, memtags=(relationships.MEM_Clash, relationships.MEM_LoseToPC)
     ))