def activate(self, party_avatar, direction): added = party_avatar.party.inventory.add_item_by_id('leaf') if added: msg = "Got a Leaf." else: msg = "Inventory full of Leaves." MessageDialog(msg).sync_open()
def activate(self, party_avatar, direction): play_sfx('sound6.wav') if self.closed: self.closed = False self.schedule_movement(Face(RIGHT)) self.schedule_movement(Wait(2)) self.schedule_movement(Face(DOWN)) self.schedule_movement(Wait(2)) self.schedule_movement(Face(LEFT)) self.map.sync_movement([self]) if self.filled: print 'Opened chest and added item' self.map.schedule_message(MessageDialog(u"You got Hookshot!")) self.filled = False else: print 'Opened chest but it was empty' self.map.schedule_message(MessageDialog(u"The chest is empty\ =(")) else: print 'Chest is open, closing' self.schedule_movement(Face(UP)) self.closed = True
def switch_char(self, char): if char in self.party.chars: if (len(self.party.chars) > 1 and self.party.remove_char(char)): msg = 'Removed %s.' % char else: msg = 'Cannot remove %s.' % char else: if self.party.add_char(char): msg = 'Added %s.' % char else: msg = 'Could not add %s.' % char MessageDialog(msg).sync_open() return True
def on_choice(user_data, choice): map = user_data msg = MessageDialog('on_choice got %d' % (choice + 1)) map.schedule_message(msg)
def activate(self, party_avatar, direction): print 'Activated NPC' for _ in xrange(2): step = Step(inverse(direction), back=True) party_avatar.schedule_movement(step) dialog = MessageDialog(u"Ouch!", block_movement=True) dialog.sync_open() dialog = MessageDialog(u"Hey, why are you hitting me?", block_movement=True) dialog.sync_open() def on_choice(user_data, choice): map = user_data msg = MessageDialog('on_choice got %d' % (choice + 1)) map.schedule_message(msg) dialog = ChoiceDialog(u"Choose NOW:", ["Choice 1", "Choice 2", "Choice 3", "Choice 4"], user_data=self.map, completion_callback=on_choice, block_movement=True) dialog.sync_open() dialog = MessageDialog(u"Chose %d" % (dialog.result + 1), block_movement=True) dialog.sync_open() movement = PathMovement(self.map, party_avatar, Position(9, 4)) party_avatar.schedule_movement(movement)
def use_on_party_member(self, character): msg = 'Using %s on %s' % (self.name, character) dialog = MessageDialog(msg, True) dialog.sync_open()
def activate(self, party_avatar, direction): print 'GLOMPed NPC' self.map.schedule_message(MessageDialog('GLOMP')) self.destroy()
def activate(self, party_avatar, direction): self.map.schedule_message(MessageDialog('You game will be saved to %s.' % SAVE_FILE, block_movement=True)) self.map.save_world(SAVE_FILE) self.map.schedule_message(MessageDialog('Game saved.', block_movement=True))
def activate(self, party_avatar, direction): MessageDialog('You game will be saved to %s.' % SAVE_FILE, block_movement=True).sync_open() self.map.save_world(SAVE_FILE) MessageDialog('Game saved.', block_movement=True).sync_open()
def activate(self, party_avatar, direction): for id in itembase.item_factory.classes.keys(): party_avatar.party.inventory.add_item_by_id(id) MessageDialog('Found a lot of stuff inside the barrel.').sync_open()
def activate(self, party_avatar, direction): added = party_avatar.party.inventory.add_item_by_id('log') if added: MessageDialog("Got a Log.").sync_open() else: MessageDialog("Inventory full of Logs.").sync_open()
def open_party(self): msg = 'Party:' + str(self.party) MessageDialog(msg).sync_open() msg = 'Reserve:' + str(self.reserve.get_names()) MessageDialog(msg).sync_open() return True
def collide_with_party(self, party_avatar, direction): self.map.pause(30) self.map.schedule_message(MessageDialog('Gratz! You won!'))
def activate(self, party_avatar, direction): print 'GLOMPed NPC' self.map.schedule_message(MessageDialog('GLOMP')) self.map.remove_object(self)