define genie_max_hp = 1000 define snape_max_hp = 2000 default genie_hp = genie_max_hp default snape_hp = snape_max_hp default blocking = False default snape_blocking = False default pentogram = False default duel_OBJ = silver_duel() init python: class silver_duel(object): in_progress = False snape = "" genie = "" def show(self,image=None,x=720,y=250,z=5): renpy.show(image,at_list=[Position(xpos=x, ypos=y, xanchor="center", yanchor="center")],layer="screens",zorder=z) def hide(self,image=None): renpy.hide(image,layer="screens") label duel: ### DUEL ### $ d_flag_01 = False #Turns True after conversation triggered when Genie's HP runs low. $ d_flag_02 = False #Turns True after conversation triggered when Snape's HP runs low. # Hide all the screens. hide screen notes #A bunch of notes poping out with a "win" sound effect. hide screen ctc hide screen snape_defends call gen_chibi("hide") hide screen blkfade ### Set Duel Defaults ### $ genie_hp = genie_max_hp $ snape_hp = snape_max_hp $ blocking = False #True when "block" command is chosen, when Gennie turn into a guard. $ snape_blocking = False #True when Snape goes into defensive stance. $ pentogram = False #True when pentagram been casted an is displayed on the floor. $ used_tease = False $ in_action = False show screen duel show screen hp_bar hide screen snape_glass hide screen bld1 with fade call bld gen "This is foolish... You are no match for me..." ("base", xpos="far_left", ypos="head") sna "Amusing..." ("snape_01", ypos="head", wand=True) gen "{size=-4}(Actually my human body is quite weak...){/size}" ("base", xpos="far_left", ypos="head") gen "{size=-4}(But I should still be way more powerful than any human wizard...){/size}" ("base", xpos="far_left", ypos="head") sna "Let the duel begin!" ("snape_01", wand=True) hide screen bld1 hide snape_main $ duel_OBJ.in_progress = True with d3 jump duel_main label duel_main: if blocking: $ duel_OBJ.show("smoke",x=520, y=318,z=5) $ duel_OBJ.genie = "" $ blocking = False if genie_hp <= 300 and not d_flag_01: $ d_flag_01 = True sna "Ready to give up yet?" ("snape_01", ypos="head", wand=True) gen "*Tsk*..." ("angry", xpos="far_left", ypos="head") hide snape_main with d3 if snape_hp <= 400 and not d_flag_02: $ d_flag_02 = True gen "{size=-4}(He is getting weaker, I can feel it!){/size}" ("angry", xpos="far_left", ypos="head") sna "*Panting*" ("snape_01", ypos="head", wand=True) hide snape_main with d3 hide screen bld1 call screen duel_buttons screen duel_buttons(): zorder 3 imagebutton: # tease xpos 726 yalign 1.0 focus_mask True if not used_tease and not in_action: idle "images/dueling/snape/attack_tease.webp" hover image_hover("images/dueling/snape/attack_tease.webp") action [Jump("main_tease")] else: idle gray_tint("images/dueling/snape/attack_tease.webp") if not in_action: hover image_hover(gray_tint("images/dueling/snape/attack_tease.webp")) action [Jump("main_tease")] imagebutton: # attack xpos 802 yalign 1.0 focus_mask True if not in_action: idle "images/dueling/snape/attack_melee.webp" hover image_hover("images/dueling/snape/attack_melee.webp") action [Jump("main_attack")] else: idle gray_tint("images/dueling/snape/attack_melee.webp") if not in_action: hover image_hover(gray_tint("images/dueling/snape/attack_melee.webp")) action [Jump("main_attack")] imagebutton: # aguard xpos 868 yalign 1.0 focus_mask True if not in_action: idle "images/dueling/snape/attack_defend.webp" hover image_hover("images/dueling/snape/attack_defend.webp") action [Jump("main_defend")] else: idle gray_tint("images/dueling/snape/attack_defend.webp") if not in_action: hover image_hover(gray_tint("images/dueling/snape/attack_defend.webp")) action [Jump("main_defend")] imagebutton: # item xpos 954 yalign 1.0 focus_mask True if states.healing_potions > 0 and not in_action: idle "images/dueling/snape/attack_item.webp" hover image_hover("images/dueling/snape/attack_item.webp") action [Jump("main_potion")] else: idle gray_tint("images/dueling/snape/attack_item.webp") if not in_action: hover image_hover(gray_tint("images/dueling/snape/attack_item.webp")) action [Jump("main_potion")] label main_tease: $ in_action = True if not used_tease: $ used_tease = True nar "You turn around and start shaking your buttocks violently." sna "What the hell are you doing?" ("snape_05", wand=True) gen ".......{w=1.0} teasing you?" ("base", xpos="far_left", ypos="head") sna "........." ("snape_14", wand=True) sna "Stop mocking me!" ("snape_08", wand=True) sna "Prepare to die!" ("snape_15", wand=True) gen "shit!" ("angry", xpos="far_left", ypos="head") hide screen bld1 hide snape_main with d3 pause 1 #$ in_action = False jump snapes_turn else: gen "No way I'm doing THAT again..." ("base", xpos="far_left", ypos="head") $ in_action = False jump duel_main label main_attack: $ in_action = True if snape_blocking: $ snape_blocking = False pause 1 jump snape_defends else: jump genie_attack label main_defend: $ in_action = True $ blocking = True play sound "sounds/magic4.ogg" $ duel_OBJ.show("smoke",x=520, y=318,z=5) $ duel_OBJ.genie = "defend" pause 1 jump snapes_turn label main_potion: $ in_action = True if states.healing_potions > 0: jump potion else: gen "Crap! I'm out of healing potions!" ("base", xpos="far_left", ypos="head") $ in_action = False jump duel_main ### SNAPE DEFENDS ### (Snape -0 HP) label snape_defends: play sound "sounds/magic4.ogg" $ duel_OBJ.show("smoke",x=520, y=318,z=5) $ duel_OBJ.show("snape_defend",x=720, y=250,z=4) $ duel_OBJ.snape = "block" pause 1 play sound "sounds/attack_axe.ogg" pause 1.3 hide screen duel_damage show screen duel_damage(0) $ duel_OBJ.hide("snape_defend") $ duel_OBJ.snape = "" $ duel_OBJ.genie = "barb" pause 1 $ duel_OBJ.show("smoke",x=520, y=318, z=5) $ duel_OBJ.genie = "" pause 1 jump snapes_turn ### GENIE ATTACK ### (Snape -100 HP) label genie_attack: play sound "sounds/magic4.ogg" $ duel_OBJ.show("smoke",x=520, y=318, z=5) $ duel_OBJ.show("genie_attack",x=720,y=250,z=4) $ duel_OBJ.genie = "attack" pause 1 play sound "sounds/attack_axe.ogg" pause 1.8 if pentogram: hide screen duel_damage if states.env.difficulty <= 1: #Easy show screen duel_damage(500) $ snape_hp -= 500 elif states.env.difficulty == 2: #Normal show screen duel_damage(500) $ snape_hp -= 500 else: #Hardcore show screen duel_damage(500) $ snape_hp -= 500 else: hide screen duel_damage if states.env.difficulty <= 1: #Easy show screen duel_damage(300) $ snape_hp -= 300 elif states.env.difficulty == 2: #Normal show screen duel_damage(200) $ snape_hp -= 200 else: #Hardcore show screen duel_damage(100) $ snape_hp -= 100 pause 1 if snape_hp <= 100: #Check for gameover jump snape_lost $ duel_OBJ.show("smoke",x=520, y=318,z=5) $ duel_OBJ.hide("genie_attack") $ duel_OBJ.genie = "" pause 1 jump snapes_turn ### SNAPE'S TURN ### label snapes_turn: if pentogram: $ pentogram = False $ duel_OBJ.snape = "hand" $ duel_OBJ.show("hand",x=720, y=250,z=4) play sound "sounds/attack_snape3.ogg" pause 1.5 play sound "sounds/attack_snape4.ogg" if blocking: # GENIE BLOCKS AGAINST THE HAND.(Genie -50 HP) $ duel_OBJ.hide("hand") $ duel_OBJ.genie = "hand" $ duel_OBJ.show("hand_guard",x=720, y=250,z=4) pause 1.8 $ duel_OBJ.hide("hand_guard") $ duel_OBJ.snape = "" hide screen duel_damage if states.env.difficulty <= 1: #Easy show screen duel_damage(0, False) elif states.env.difficulty == 2: #Normal show screen duel_damage(100, False) $ genie_hp -= 100 else: #Hardcore #Shouldn't increase the penalty if you blocked correctly... show screen duel_damage(100, False) $ genie_hp -= 100 if genie_hp < 50: #Check for gameover jump genie_lost $ duel_OBJ.show("smoke",x=520, y=318,z=5) $ duel_OBJ.genie = "" $ in_action = False jump duel_main else: # GENIE DOESN'T BLOCK AGAINST THE HAND. (Genie -400 HP) $ duel_OBJ.hide("hand") $ duel_OBJ.genie = "hand" $ duel_OBJ.show("hand_genie") pause 1.3 $ duel_OBJ.hide("hand_genie") $ duel_OBJ.snape = "" hide screen duel_damage if states.env.difficulty <= 1: #Easy show screen duel_damage(300, False) $ genie_hp -= 300 elif states.env.difficulty == 2: #Normal show screen duel_damage(400, False) $ genie_hp -= 400 else: #Hardcore show screen duel_damage(500, False) $ genie_hp -= 500 if genie_hp < 50: #Check for gameover jump genie_lost $ duel_OBJ.genie = "" $ in_action = False jump duel_main else: if snape_blocking: $ snape_blocking = False if blocking: jump snape_attack_guard else: jump snape_attack $ snape_decides = renpy.random.randint(1, 2) if snape_decides in [1]: #BLOCK $ snape_blocking = True $ duel_OBJ.snape = "defend" pause 1 $ in_action = False jump duel_main elif snape_decides in [2]: #MAGIC. CASTS THE PICTOGRAM. $ duel_OBJ.snape = "hand" $ duel_OBJ.show("snape_summon",720,250,4) play sound "sounds/attack_snape2.ogg" pause.8 $ pentogram = True pause 1 $ duel_OBJ.hide("snape_summon") $ duel_OBJ.snape = "" $ in_action = False jump duel_main ### GENIE DRINKS POTION ### (-300 HP) label potion: pause.5 $ duel_OBJ.show("heal_02",500,330,4) play sound "sounds/attack_heal.ogg" pause 1 hide screen duel_heal show screen duel_heal(300) pause 1 $ states.healing_potions -= 1 $ genie_hp += 300 pause.5 $ duel_OBJ.hide("heal_02") jump snapes_turn ### SNAPE ATTACK ### (Genie -100 HP) label snape_attack: hide screen duel_damage $ duel_OBJ.show("snape_attack",x=720, y=250,z=5) $ duel_OBJ.snape = "attack" play sound "sounds/attack_snape.ogg" pause 0.45 $ duel_OBJ.hide("snape_attack") $ duel_OBJ.snape = "" hide screen duel_damage if states.env.difficulty <= 1: #Easy show screen duel_damage(100, False) $ genie_hp -= 100 elif states.env.difficulty == 2: #Normal show screen duel_damage(100, False) $ genie_hp -= 100 else: #Hardcore show screen duel_damage(300, False) $ genie_hp -= 300 if genie_hp < 50: #Check for gameover jump genie_lost $ in_action = False jump duel_main ### SNAPE ATTACKS GUARD ### (-0 HP) label snape_attack_guard: $ duel_OBJ.show("snape_attack_guard",x=720, y=250,z=5) $ duel_OBJ.snape = "attack" play sound "sounds/attack_snape.ogg" pause 0.5 hide screen duel_damage show screen duel_damage(0, False) $ duel_OBJ.hide("snape_attack_guard") $ duel_OBJ.snape = "" pause 1 $ in_action = False jump duel_main ### DUEL ### screen duel(): zorder 2 if pentogram: add "pentogram" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") if duel_OBJ.genie in ["attack"] or duel_OBJ.snape in ["attack","block"]: pass else: if duel_OBJ.genie == "hand": pass elif duel_OBJ.genie == "no_magic": add "genie_no_magic" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") elif duel_OBJ.genie == "defend": add "ch_gen guard" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") elif duel_OBJ.genie == "barb": add "ch_gen barb" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") else: add "ch_gen duel_01" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") if duel_OBJ.snape == "hand": pass elif duel_OBJ.snape == "lost": add "snape_lost" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") elif duel_OBJ.snape == "defend": add "ch_sna defend" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") else: add "ch_sna duel_01" at Position(xpos=720, ypos=250, xanchor="center", yanchor="center") screen hp_bar(): zorder 3 ### health bar is 271 px wide ### add "images/dueling/snape/hp_bar_02.webp" xpos int((genie_hp-genie_max_hp)/(genie_max_hp/271.0)) ypos 0 add "images/dueling/snape/hp_bar.webp" #Genie avatr pic. ### health bar is 727 px wide ### add "images/dueling/snape/hp_bar_11.webp" #Black background for HP bar. add "images/dueling/snape/hp_bar_12.webp" xpos int((snape_max_hp-snape_hp)/(snape_max_hp/727.0)) ypos 0 add "images/dueling/snape/hp_bar_10.webp" #Snape avatr pic. use duel_buttons screen snape_defends(xx=0): add "ch_sna defend" at Position(xpos=-90+140+xx, ypos=-5) zorder 2 transform damage_transform: alpha 1.0 linear 1.5 yoffset -100 alpha 0.0 screen duel_damage(value=0, attacking=True): tag damage frame: style "empty" at damage_transform if attacking: xpos 780 ypos 120 else: xpos 450 ypos 120 add "images/dueling/damage/"+str(value)+".webp" screen duel_heal(value=300, player=True): tag damage frame: style "empty" at damage_transform if not player: xpos 780 ypos 120 else: xpos 450 ypos 120 add "images/dueling/damage/plus_"+str(value)+".webp" ### SNAPE LOSES ### label snape_lost: $ pentogram = False $ duel_OBJ.show("smoke",x=520, y=318,z=5) $ duel_OBJ.hide("genie_attack") $ duel_OBJ.genie = "" $ duel_OBJ.snape = "lost" $ duel_OBJ.in_progress = False hide screen hp_bar hide screen duel_damage with flashbulb pause 1 $ states.sna.ev.intro.duel_complete = True jump snape_intro_E4 ### GENIE LOSES ### label genie_lost: stop music fadeout 4 stop weather fadeout 4 play sound "sounds/level_failed.ogg" call gameover(autohide=False) hide screen duel hide screen hp_bar hide screen duel_damage pause 3 menu: "-Try again-": play sound "sounds/glass_break.ogg" play music "music/boss_battle_#2_metal_loop.ogg" fadein 1 fadeout 1 if_changed show screen snape_glass pause 2.3 hide screen gameover $ states.healing_potions = 3 # Give healing potions to make the fight less frustrating $ duel_OBJ.genie = "" jump duel "-Give up-": hide screen gameover jump credits screen snape_glass(): add "glass" zorder 21