def create_item(): creator_item_properties = {'type': None} renpy.call_screen('sc_item_creator', creator_item_properties) item_type = creator_item_properties['type'] if item_type == 'armor': item = Armor(creator_item_properties['armor_rate']) elif item_type == 'weapon': item = Weapon(creator_item_properties[ 'size'], creator_item_properties['damage_type']) item.set_quality(1) return item
def start(self): """ :return: None Starts the game. New or loaded. """ #self.current_location = self.location_manager.get_location(self.start_location) #while not self.ended: # self.current_location.stay() #pass renpy.call_screen("game_screen")
def _get_combatant(self, side): try: combatant = getattr(self, side).pop() except IndexError: return self._end_fight(side) if side == 'allies': combatant.set_side('allies') renpy.call_screen('sc_prefight_equip', combatant, self) else: combatant.set_side('enemies') self.use_stack = {'allies': [], 'enemies': []} return combatant
def say(self, what): renpy.call_screen('sc_dialog', who=self, what=what)
def start(self): return renpy.call_screen('sc_sex', self)
def call_screen(self, screen_name, *args, **kwargs): renpy.call_screen(screen_name, *args, **kwargs)
def start(self): return renpy.call_screen('sc_arena', arena=self)
def say(self, who, what, interact=True): renpy.call_screen("game_screen", who, what, interact)