Refactoring difficulty checks
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@ -274,7 +274,7 @@ label hg_pf_strip_T4_snape:
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her @ cheeks blush "......" ("annoyed", "narrow", "worried", "down")
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her @ cheeks blush "......" ("annoyed", "narrow", "worried", "down")
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sna "............." ("snape_13")
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sna "............." ("snape_13")
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"-Unleash your rage {size=-2}(Hardcore){/size}-" if game.difficulty >= 3: #Hardcore difficulty dialogue.
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"-Unleash your rage {size=-2}(Hardcore){/size}-" if states.env.difficulty >= 3: #Hardcore difficulty dialogue.
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$ states.her.mood += 18
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$ states.her.mood += 18
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gen "Both of you..." ("base", xpos="far_left", ypos="head")
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gen "Both of you..." ("base", xpos="far_left", ypos="head")
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stop music
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stop music
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@ -74,9 +74,9 @@ label snape_hangout:
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# Rain puts him in a good mood.
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# Rain puts him in a good mood.
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$ states.sna.level += 1
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$ states.sna.level += 1
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if game.difficulty == 1:
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if states.env.difficulty == 1:
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$ states.sna.level += 5
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$ states.sna.level += 5
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elif game.difficulty == 2:
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elif states.env.difficulty == 2:
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$ states.sna.level += 4
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$ states.sna.level += 4
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else:
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else:
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$ states.sna.level += 3
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$ states.sna.level += 3
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@ -65,9 +65,9 @@ label tonks_hangout:
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if states.fireplace_started: # Tonks is feeling hot.
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if states.fireplace_started: # Tonks is feeling hot.
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$ states.ton.level += 2
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$ states.ton.level += 2
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if game.difficulty < 2: #Easy difficulty
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if states.env.difficulty < 2: #Easy difficulty
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$ states.ton.level += 5
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$ states.ton.level += 5
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elif game.difficulty == 2: #Normal
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elif states.env.difficulty == 2: #Normal
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$ states.ton.level += 4
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$ states.ton.level += 4
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else: #Hardcore
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else: #Hardcore
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$ states.ton.level += 3
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$ states.ton.level += 3
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@ -65,11 +65,11 @@ label day_start:
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states.sus.busy = bool(sb_summon_pause)
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states.sus.busy = bool(sb_summon_pause)
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# Improve Mood
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# Improve Mood
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if game.difficulty == 1: # Easy difficulty
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if states.env.difficulty == 1: # Easy difficulty
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val = 3
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val = 3
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elif game.difficulty == 2: # Normal difficulty
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elif states.env.difficulty == 2: # Normal difficulty
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val = 2
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val = 2
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elif game.difficulty == 3: # Hardcore difficulty
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elif states.env.difficulty == 3: # Hardcore difficulty
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val = 1
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val = 1
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states.ton.mood = max(states.ton.mood-val, 0)
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states.ton.mood = max(states.ton.mood-val, 0)
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@ -11,13 +11,13 @@ label start_wt:
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menu:
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menu:
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"Difficulty" "How difficult do you want the game to be?"
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"Difficulty" "How difficult do you want the game to be?"
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"-Easy-{size=-8}\nIncreased gold, item drop rate and Slytherin-points gains.\nMood will improve faster.\nCheats are available.{/size}":
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"-Easy-{size=-8}\nIncreased gold, item drop rate and Slytherin-points gains.\nMood will improve faster.\nCheats are available.{/size}":
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$ game.difficulty = 1
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$ states.env.difficulty = 1
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$ game.cheats = True
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$ game.cheats = True
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"-Normal-{size=-8}\nBalanced gold, item drop rate and Slytherin-points gains.\nMood will improve normally.\nCheats are available.{/size}":
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"-Normal-{size=-8}\nBalanced gold, item drop rate and Slytherin-points gains.\nMood will improve normally.\nCheats are available.{/size}":
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$ game.difficulty = 2
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$ states.env.difficulty = 2
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$ game.cheats = True
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$ game.cheats = True
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"-Hardcore-{size=-8}\nReduced gold, item drop rate and Slytherin-points gains.\nMood will not improve over time.\nNo cheats.{/size}":
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"-Hardcore-{size=-8}\nReduced gold, item drop rate and Slytherin-points gains.\nMood will not improve over time.\nNo cheats.{/size}":
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$ game.difficulty = 3
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$ states.env.difficulty = 3
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$ game.cheats = False
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$ game.cheats = False
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if persistent.game_complete:
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if persistent.game_complete:
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@ -47,9 +47,9 @@ init python:
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reports_gold = states.paperwork_reports * (int(progress_factor * max(random_gold, progress_flat)) + progress_flat)
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reports_gold = states.paperwork_reports * (int(progress_factor * max(random_gold, progress_flat)) + progress_flat)
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if game.difficulty <= 1: # Easy
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if states.env.difficulty <= 1: # Easy
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reports_gold = int(reports_gold * 1.2)
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reports_gold = int(reports_gold * 1.2)
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elif game.difficulty == 2: # Normal
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elif states.env.difficulty == 2: # Normal
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pass
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pass
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else: # Hardcore
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else: # Hardcore
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reports_gold = int(reports_gold * 0.9)
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reports_gold = int(reports_gold * 0.9)
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@ -212,7 +212,7 @@ screen ui_menu():
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ypos 15
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ypos 15
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textbutton "Save" action ShowMenu("save") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Save" action ShowMenu("save") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Load" action ShowMenu("load") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Load" action ShowMenu("load") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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if game.cheats and game.difficulty <= 2 and game.day > 1:
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if game.cheats and states.env.difficulty <= 2 and game.day > 1:
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textbutton "Cheats" action [SetScreenVariable("toggle_menu", False), Jump("cheats")] background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Cheats" action [SetScreenVariable("toggle_menu", False), Jump("cheats")] background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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if game.day > 1 and renpy.android:
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if game.day > 1 and renpy.android:
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textbutton "Preferences" action ShowMenu("preferences") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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textbutton "Preferences" action ShowMenu("preferences") background None xalign 0.5 text_outlines [ (2, "#00000080", 1, 0) ]
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@ -235,10 +235,10 @@ label genie_attack:
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if pentogram:
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if pentogram:
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hide screen duel_damage
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hide screen duel_damage
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if game.difficulty <= 1: #Easy
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if states.env.difficulty <= 1: #Easy
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show screen duel_damage(500)
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show screen duel_damage(500)
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$ snape_hp -= 500
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$ snape_hp -= 500
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elif game.difficulty == 2: #Normal
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elif states.env.difficulty == 2: #Normal
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show screen duel_damage(500)
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show screen duel_damage(500)
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$ snape_hp -= 500
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$ snape_hp -= 500
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else: #Hardcore
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else: #Hardcore
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@ -246,10 +246,10 @@ label genie_attack:
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$ snape_hp -= 500
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$ snape_hp -= 500
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else:
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else:
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hide screen duel_damage
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hide screen duel_damage
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if game.difficulty <= 1: #Easy
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if states.env.difficulty <= 1: #Easy
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show screen duel_damage(300)
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show screen duel_damage(300)
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$ snape_hp -= 300
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$ snape_hp -= 300
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elif game.difficulty == 2: #Normal
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elif states.env.difficulty == 2: #Normal
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show screen duel_damage(200)
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show screen duel_damage(200)
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$ snape_hp -= 200
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$ snape_hp -= 200
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else: #Hardcore
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else: #Hardcore
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@ -287,9 +287,9 @@ label snapes_turn:
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$ duel_OBJ.snape = ""
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$ duel_OBJ.snape = ""
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hide screen duel_damage
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hide screen duel_damage
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if game.difficulty <= 1: #Easy
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if states.env.difficulty <= 1: #Easy
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show screen duel_damage(0, False)
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show screen duel_damage(0, False)
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elif game.difficulty == 2: #Normal
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elif states.env.difficulty == 2: #Normal
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show screen duel_damage(100, False)
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show screen duel_damage(100, False)
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$ genie_hp -= 100
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$ genie_hp -= 100
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else: #Hardcore #Shouldn't increase the penalty if you blocked correctly...
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else: #Hardcore #Shouldn't increase the penalty if you blocked correctly...
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@ -314,10 +314,10 @@ label snapes_turn:
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$ duel_OBJ.snape = ""
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$ duel_OBJ.snape = ""
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hide screen duel_damage
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hide screen duel_damage
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if game.difficulty <= 1: #Easy
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if states.env.difficulty <= 1: #Easy
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show screen duel_damage(300, False)
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show screen duel_damage(300, False)
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$ genie_hp -= 300
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$ genie_hp -= 300
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elif game.difficulty == 2: #Normal
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elif states.env.difficulty == 2: #Normal
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show screen duel_damage(400, False)
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show screen duel_damage(400, False)
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$ genie_hp -= 400
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$ genie_hp -= 400
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else: #Hardcore
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else: #Hardcore
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@ -393,10 +393,10 @@ label snape_attack:
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$ duel_OBJ.snape = ""
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$ duel_OBJ.snape = ""
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hide screen duel_damage
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hide screen duel_damage
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if game.difficulty <= 1: #Easy
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if states.env.difficulty <= 1: #Easy
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show screen duel_damage(100, False)
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show screen duel_damage(100, False)
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$ genie_hp -= 100
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$ genie_hp -= 100
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elif game.difficulty == 2: #Normal
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elif states.env.difficulty == 2: #Normal
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show screen duel_damage(100, False)
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show screen duel_damage(100, False)
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$ genie_hp -= 100
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$ genie_hp -= 100
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else: #Hardcore
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else: #Hardcore
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@ -39,7 +39,7 @@ screen puzzle_minigame():
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zorder 30
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zorder 30
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default tries = 0
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default tries = 0
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default tiles = generate_puzzle(grid=4, difficulty=game.difficulty, blank=15)
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default tiles = generate_puzzle(grid=4, difficulty=states.env.difficulty, blank=15)
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default hint = False
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default hint = False
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$ score = 0
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$ score = 0
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@ -112,7 +112,7 @@ init python:
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elif wine_ITEM.owned < 1:
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elif wine_ITEM.owned < 1:
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return wine_ITEM
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return wine_ITEM
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if game.difficulty == 1:
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if states.env.difficulty == 1:
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# Easy
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# Easy
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# Soft diminishing returns, more rubber banding. Guaranteed item drop.
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# Soft diminishing returns, more rubber banding. Guaranteed item drop.
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if game.gold < int(170 * math.log(game.day)) and random_percent <= 56 - dr:
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if game.gold < int(170 * math.log(game.day)) and random_percent <= 56 - dr:
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@ -122,7 +122,7 @@ init python:
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random_item = renpy.random.choice(filtered_list or drop_list)
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random_item = renpy.random.choice(filtered_list or drop_list)
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return random_item
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return random_item
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elif game.difficulty == 2:
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elif states.env.difficulty == 2:
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# Normal
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# Normal
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# Fair diminishing returns, soft rubber banding. High chance for item drop. (Recommended)
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# Fair diminishing returns, soft rubber banding. High chance for item drop. (Recommended)
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if game.gold < int(120 * math.log(game.day)) and random_percent <= 38 - dr:
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if game.gold < int(120 * math.log(game.day)) and random_percent <= 38 - dr:
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@ -143,7 +143,7 @@ init python:
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else:
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else:
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return "nothing"
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return "nothing"
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elif game.difficulty == 3:
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elif states.env.difficulty == 3:
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# Hard
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# Hard
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# Harsh diminishing returns, no rubber banding. Chance for item drop.
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# Harsh diminishing returns, no rubber banding. Chance for item drop.
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if game.gold < int(90 * math.log(game.day)) and random_percent <= 33 - dr:
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if game.gold < int(90 * math.log(game.day)) and random_percent <= 33 - dr:
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@ -11,7 +11,7 @@ label start:
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label start_quick:
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label start_quick:
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python:
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python:
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version = version_float()
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version = version_float()
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game.difficulty = 2
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states.env.difficulty = 2
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states.ton.level = 5
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states.ton.level = 5
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states.sna.level = 5
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states.sna.level = 5
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states.map.unlocked = True
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states.map.unlocked = True
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@ -27,7 +27,7 @@ label start_quick:
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label start_dev:
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label start_dev:
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python:
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python:
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version = version_float()
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version = version_float()
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game.difficulty = 2
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states.env.difficulty = 2
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game.cheats = True
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game.cheats = True
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game.gold = 100000
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game.gold = 100000
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states.map.unlocked = True
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states.map.unlocked = True
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@ -154,7 +154,7 @@ init -1 python:
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word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"}
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word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"}
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word = word_list.get(states.active_girl, "whoring")
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word = word_list.get(states.active_girl, "whoring")
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if game.cheats or game.difficulty <= 2:
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if game.cheats or states.env.difficulty <= 2:
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renpy.show_screen("blktone")
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renpy.show_screen("blktone")
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renpy.with_statement(d3)
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renpy.with_statement(d3)
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renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}")
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renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}")
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