forked from SilverStudioGames/WTS
359 lines
12 KiB
Plaintext
359 lines
12 KiB
Plaintext
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init python:
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def start_duel(opppent_deck, after_enemy = None, rules = None, duel_player_deck = None):
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global standard_rules
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global playerdeck
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if rules == None:
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rules = standard_rules
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if duel_player_deck == None:
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duel_player_deck = playerdeck
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backside_list = []
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for i in xrange(0, rules[0]):
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backside_list.append(True)
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for i in xrange(rules[0], len(opppent_deck)):
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backside_list.append(False)
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## Setup Deck ##
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player_deck = []
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for card in duel_player_deck:
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card.playercard = True
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player_deck.append(card.clone())
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enemy_deck = []
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for card in opppent_deck:
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card.playercard = False
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enemy_deck.append(card.clone())
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# Display rules
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game_rules_list = convert_rules(rules, player_deck)
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if len(game_rules_list) > 0:
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renpy.choice_for_skipping()
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renpy.show_screen("rules_display", game_rules_list)
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renpy.pause()
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renpy.hide_screen("rules_display")
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## Clean the table from last fight ##
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reset_table_cards()
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## Random check to see who start ##
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coin_flip = renpy.random.randint(0,1)
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if coin_flip == 0:
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enemy_turn(enemy_deck, backside_list, rules[2], rules[3])
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## Game Loop ##
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response_card = ""
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while not(response_card == "win" or response_card == "loss"):
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response_card = cardgame(enemy_deck, player_deck, backside_list, rules[2], rules[3])
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if response_card == "AfterEnemy" and not after_enemy == None:
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after_enemy()
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elif response_card == "Close":
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return "Close"
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elif response_card == "draw" and rules[1]:
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for list_elm in table_cards:
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for elm in list_elm:
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if elm.playercard:
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player_deck.append(elm)
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else:
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enemy_deck.append(elm)
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backside_list = []
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for i in xrange(0, rules[0]):
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backside_list.append(True)
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for i in xrange(rules[0], len(opppent_deck)):
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backside_list.append(False)
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reset_table_cards()
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elif response_card == "draw":
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break
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return response_card
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def cardgame(enemy_deck, player_deck, shown_backside, reverse, dobelt_number):
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global selectcard
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global selectenemycard
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global table_cards
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renpy.hide_screen("main_room_menu")
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renpy.show_screen("card_battle", player_deck, enemy_deck, shown_backside)
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renpy.music.stop("weather") #Stop playing weather SFX
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_return = ui.interact()
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if _return in player_deck:
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selectcard = player_deck.index(_return)
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return "NewTurn"
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elif _return in enemy_deck:
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selectenemycard = enemy_deck.index(_return)
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return "NewTurn"
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elif _return == "Close":
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selectcard = -1
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selectenemycard = -1
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renpy.hide_screen("card_battle")
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return _return
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elif _return == "unselect":
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selectcard = -1
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selectenemycard = -1
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return "NewTurn"
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else:
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if not selectcard == -1:
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renpy.sound.play("sounds/card.ogg")
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y = int(math.floor(int(_return)/3))
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x = int(_return)-(y*3)
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table_cards[x][y] = player_deck[selectcard]
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table_cards[x][y].playercard = True
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del player_deck[selectcard]
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selectcard = -1
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selectenemycard = -1
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update_table(x,y,reverse, dobelt_number)
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renpy.pause(0.7) # Autoplay enemy card
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if (len(player_deck) == 0 or len(enemy_deck) == 0):
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response_card = check_winner(player_deck)
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if response_card == "win":
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renpy.show_screen("card_end_message", "You win!")
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renpy.sound.play("sounds/card_win.ogg") #Fanfare
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elif response_card == "draw":
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renpy.show_screen("card_end_message", "Draw")
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else:
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renpy.show_screen("card_end_message", "You lost...")
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renpy.pause(3.0) # Pause before end
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renpy.hide_screen("card_end_message")
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renpy.hide_screen("card_battle")
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renpy.transition(dissolve)
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return response_card
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enemy_turn(enemy_deck, shown_backside, reverse, dobelt_number)
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renpy.sound.play("sounds/card.ogg")
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if (len(player_deck) == 0 or len(enemy_deck) == 0):
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response_card = check_winner(player_deck)
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if response_card == "win":
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renpy.show_screen("card_end_message", "You win!")
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renpy.sound.play("sounds/card_win.ogg")
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elif response_card == "draw":
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renpy.show_screen("card_end_message", "Draw")
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else:
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renpy.show_screen("card_end_message", "You lost...")
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renpy.pause(3.0) # Pause before end
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renpy.hide_screen("card_end_message")
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renpy.hide_screen("card_battle")
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renpy.transition(dissolve)
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return response_card
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return "AfterEnemy"
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else:
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return "NewTurn"
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def enemy_turn(enemy_deck, shown_backside, reverse, dobelt_number):
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global table_cards
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high_score = 0
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high_score_card = None
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high_score_pos = (0,0)
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#Fix for not finding a card
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tuple_my = enemy_deck[0].get_ai_score(table_cards, reverse, dobelt_number)
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high_score = tuple_my[0]
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high_score_pos = tuple_my[1]
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high_score_card = enemy_deck[0]
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for card in enemy_deck:
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tuple_my = card.get_ai_score(table_cards, reverse, dobelt_number)
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if tuple_my[0] > high_score:
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high_score = tuple_my[0]
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high_score_pos = tuple_my[1]
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high_score_card = card
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x = high_score_pos[0]
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y = high_score_pos[1]
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del shown_backside[enemy_deck.index(high_score_card)]
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del enemy_deck[enemy_deck.index(high_score_card)]
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table_cards[x][y] = high_score_card
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table_cards[x][y].playercard = False
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update_table(x,y, reverse, dobelt_number)
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return
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def convert_rules(rules, player_deck):
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rules_list = []
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if rules[0] > 0:
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rules_list.append(card_rule_hidden)
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if rules[1]:
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rules_list.append(card_rule_death)
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if rules[2]:
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rules_list.append(card_rule_reverse)
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if rules[3]:
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rules_list.append(card_rule_double)
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is_random_deck = True
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for x in xrange(len(player_deck)):
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is_random_deck = is_random_deck and (player_deck[x].title is playerdeck[x].title)
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if not is_random_deck:
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rules_list.append(card_rule_random)
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return rules_list
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def advance_tier(tier):
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global geniecard_level
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renpy.show_screen("blktone")
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renpy.show_screen("advance_deck")
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renpy.transition(Dissolve(0.3))
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renpy.pause(1.0)
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renpy.play("sounds/magic4.ogg")
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renpy.transition(Fade(0.2, 0.0, 0.8, color='#fff'))
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geniecard_level = tier
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# Change card image for each respective card.
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for card in cards_dynamic:
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card.imagepath = card.imagepath.split("_v")[0] + "_v{}.webp".format(geniecard_level)
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renpy.show_screen("advance_deck")
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renpy.pause()
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renpy.hide_screen("blktone")
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renpy.hide_screen("advance_deck")
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renpy.transition(Dissolve(0.3))
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return
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screen card_battle(l_playerdeck, l_enemydeck, shown_cards):
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zorder 13
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imagebutton idle "images/cardgame/card_table.webp" action Return("unselect")
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#fix card error when you select the last card
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if not selectenemycard < len(l_enemydeck):
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$ selectenemycard = -1
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imagemap:
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ground "images/cardgame/card_table.webp"
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for y in xrange(0,3):
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for x in xrange(0,3):
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if table_cards[x][y] == None:
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hotspot (353+124*x, 25+184*y, 125, 182) clicked Return(str(x+y*3))
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else:
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use cardrender(table_cards[x][y], 353+124*x, 25+184*y, cardzoom=0.375, animated=True)
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for i in xrange(0, len(l_playerdeck)):
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if not selectcard == i:
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use cardrender(l_playerdeck[i], 18,17+80*i, True)
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if not selectcard == -1:
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use cardrender(l_playerdeck[selectcard], 54,17+80*selectcard)
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for i in xrange(0, len(l_enemydeck)):
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if not selectenemycard == i:
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use cardrender(l_enemydeck[i], 898,17+80*i, True, backside=shown_cards[i])
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if not selectenemycard == -1:
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use cardrender(l_enemydeck[selectenemycard], 860,17+80*selectenemycard, backside= shown_cards[selectenemycard])
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use close_button
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transform cardrender_move(xpos_card, ypos_card, start_xy):
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on start, show:
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pos start_xy
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linear 0.2 xpos absolute(xpos_card) ypos absolute(ypos_card)
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transform cardrender(pos, zoom):
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pos pos
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zoom zoom
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screen cardrender(card, xpos_card, ypos_card, interact=False, return_value=None, cardzoom=0.5, color=None, backside=False, animated=False):
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zorder 14
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if return_value == None:
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$ return_value = card
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$ img = card.get_image(backside=backside)
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$ img_border = card.get_border()
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fixed:
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xysize card.sizes
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at cardrender((xpos_card, ypos_card), cardzoom)
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imagebutton:
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style "empty"
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if not color is True and (color is False or (card.copies < 0)):
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idle gray_tint(img)
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hover gray_tint(image_hover(img))
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foreground gray_tint(img_border)
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else:
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idle img
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hover image_hover(img)
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foreground img_border
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if interact:
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action Return(return_value)
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if not backside:
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text str(card.topvalue) style "cardrender_text" pos (160, 35)
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text str(card.bottomvalue) style "cardrender_text" pos (160, 445)
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text str(card.leftvalue) style "cardrender_text" pos (35, 240)
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text str(card.rightvalue) style "cardrender_text" pos (285, 240)
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#Total Value
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text str(card.get_totalvalue()) style "cardrender_text" pos (60, 57)
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style cardrender_text:
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color "#ffffff"
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anchor (0.5, 0.5)
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size 26
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screen start_deck():
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zorder 26
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for i in xrange(len(unlocked_cards)):
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use cardrender(unlocked_cards[i],40+125*i,200, interact=False, cardzoom=0.375)
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screen advance_deck():
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tag advance_deck
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zorder 26
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for i in xrange(len(cards_dynamic)):
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use cardrender(cards_dynamic[i],40+125*i,200, interact=False, cardzoom=0.375)
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text "Tier [geniecard_level]" size 32 color "#fff" ypos 100 xalign 0.5 outlines [ (2, "#000", 0, 0) ]
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use ctc
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screen card_end_message(message):
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zorder 15
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text "{color=#FFF}{size=+40}[message]{/size}{/color}" xpos 540 ypos 300 xalign 0.5 yalign 0.5 outlines [ (5, "#000", 0, 0) ]
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screen rules_display(game_rules_list):
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tag rules
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zorder 16
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add "interface/bld.webp" at fade_show_hide(0.15)
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vbox:
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ypos 40
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spacing 20
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xalign 0.5
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xsize 640
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text "{color=#ffffff}Custom rules{/color}"size 32 xalign 0.5
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text "{color=#ffffff}This game uses some extra rules, it is recommended if it's your first time playing to read the description for the active rules.{/color}" xalign 0.5
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frame:
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xalign 0.5
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background "#7c716a"
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vbox:
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spacing 5
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for i in xrange(len(game_rules_list)):
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hbox:
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add game_rules_list[i].icon
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text game_rules_list[i].name yalign 0.5
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frame:
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background "#625954"
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xfill True
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text game_rules_list[i].description yalign 0.5 size 12
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add "images/cardgame/spacer.webp"
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label start_duel(opppent_deck, after_enemy = None, rules = None, duel_player_deck = None):
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$ duel_response = start_duel(opppent_deck, after_enemy, rules, duel_player_deck)
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call weather_sound
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return
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