Add safe to interactive tutorial
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@ -23,6 +23,7 @@ default states.gen.ev.intro.desk_examined = False
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default states.gen.ev.intro.cupboard_examined = False
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default states.gen.ev.intro.door_examined = False
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default states.gen.ev.intro.fireplace_examined = False
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default states.gen.ev.intro.safe_examined = False
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default states.gen.ev.tonks.metamorphmagi_aware = False # Genie knows about Tonks being a Metamorphmagus
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# Statistics
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@ -134,6 +134,8 @@ label genie_intro_E1:
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door_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_door"), "True")}
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desk_OBJ.idle = At("ch_gen sit_behind_desk", pulse_hover)
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desk_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_desk"), "True")}
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safe_OBJ.idle = At(Text("Safe", color="#bbbbbb"), pulse_hover)
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safe_OBJ.action = {"Examine": (Text("🔍", align=(0.5, 0.5)), Jump("examine_safe"), "True")}
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achievements.unlock("start")
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states.gen.ev.intro.e1_complete = True
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@ -151,6 +153,7 @@ label genie_intro_E2:
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$ phoenix_OBJ.reset_action()
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$ door_OBJ.reset_action()
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$ desk_OBJ.reset_action()
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$ safe_OBJ.reset_action()
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$ states.gen.ev.intro.e2_complete = True
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@ -16,7 +16,7 @@ label quests:
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if states.env.day >= 1:
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if states.env.daytime:
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if not states.gen.ev.intro.e2_complete and states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined:
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if not states.gen.ev.intro.e2_complete and states.gen.ev.intro.bird_examined and states.gen.ev.intro.desk_examined and states.gen.ev.intro.cupboard_examined and states.gen.ev.intro.door_examined and states.gen.ev.intro.fireplace_examined and states.gen.ev.intro.safe_examined:
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jump genie_intro_E2
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else:
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if not states.sna.ev.intro.e1_complete:
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@ -80,7 +80,7 @@ default parcel_OBJ = RoomObject(main_room, "parcel", pos=(402, 290), idle="parce
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default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0)
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default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5)
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default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0)
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default safe_OBJ = RoomObject(main_room, "safe", pos=(73, 324), idle=Text("Safe\n[states.env.gold!i]", color="#fff"), action=Jump("inventory"), zorder=0)
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default safe_OBJ = RoomObject(main_room, "safe", pos=(73, 324), idle=Text("Safe", color="#fff"), action=Jump("inventory"), zorder=0)
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screen main_room():
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tag room
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20
game/scripts/rooms/main_room/objects/safe.rpy
Normal file
20
game/scripts/rooms/main_room/objects/safe.rpy
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@ -0,0 +1,20 @@
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label examine_safe:
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if not states.gen.ev.intro.safe_examined:
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$ states.gen.ev.intro.safe_examined = True
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$ safe_OBJ.idle = Text("Safe", color="#fff")
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$ safe_OBJ.action = Jump("examine_safe")
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call gen_chibi("stand", 130, 460, flip=False)
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gen "Ah, it seems we have a magical safe. It's currently locked, but we can try to open it..." ("base", xpos="far_left", ypos="head")
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gen "Open sesame!" ("base", xpos="far_left", ypos="head")
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nar "The safe opens..."
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gen "Holy shit, it worked!" ("grin", xpos="far_left", ypos="head")
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gen "Empty... How unexpected..." ("base", xpos="far_left", ypos="head")
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gen "Wait. There's a single gold coin inside, though. Yoink!" ("grin", xpos="far_left", ypos="head")
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call gen_chibi("sit_behind_desk")
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else:
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gen "I've already got whatever was inside that safe." ("base", xpos="far_left", ypos="head")
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jump main_room_menu
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