WTS/game/scripts/minigames/mirror/events/a_dark_room_NOT_IN_USE.txt

977 lines
33 KiB
Plaintext

default DRgame = DarkRoomGame()
default DRplayer = DarkRoomCharacter(name="You", hp=8, skills=["strength"], unskilled=["cooking","hunting","sewing"], inventory=["axe"])
default DRstranger = DarkRoomCharacter(name="The Stranger", hp=7, skills=["hunting"], unskilled=["sewing"], inventory=["knife"])
default DRmaid = DarkRoomCharacter(name="The Maiden", hp=3, skills=["sewing"], unskilled=["hunting","strength"])
# default DRmaid = DarkRoomCharacter(name="The Maiden", hp=3, skills=["cooking"], unskilled=["hunting"], inventory=[])
default DRhunter = DarkRoomCharacter(name="The Hunter", hp=7, skills=["hunting","sewing"], unskilled=["cooking"], inventory=["knife","rifle"])
label reset_dark_room_init:
$ reset_variables(
"DRgame",
"DRplayer",
"DRstranger",
"DRmaid",
"DRhunter"
)
return
### A Dark Room ###
label start_dark_room_game:
call play_music("stop")
show screen blkfade
with d9
$ temp_time = states.env.daytime
$ states.env.daytime = False
call update_interface_color
call hide_screens
pause 2
centered "{size=+7}{color=#cbcbcb}A Dark Room{/color}{/size}"
pause 2
label dark_room_game_start_menu:
menu:
"-Start a new Game-":
call reset_dark_room_init
jump dark_room_main
"-Continue-" if DRstates.env.day > 1 and not DRgame.game_over:
jump dark_room_load_save
"-Get coin rewards-" if DRstates.env.day > 1 and not DRgame.game_over:
">You'll get gold for each day you have survived in the game.\n>This will delete your current Save!"
menu:
"Would you like to delete your save and get gold coins for it?"
"-Yes-":
$ current_payout = DRstates.env.day*2
$ states.env.gold += current_payout
">You have received {number=current_payout} gold.\n>Thank you for playing \"A Dark Room\"."
call reset_dark_room_init
jump dark_room_game_start_menu
"-No-":
jump dark_room_game_start_menu
jump dark_room_load_save
"-Never mind-":
$ renpy.end_replay()
label dark_room_main:
show screen blkfade
with d9
#Reset
$ fire_in_fireplace = False
$ fireplace_OBJ.foreground = None
$ DRgame.time = "morning"
$ DRgame.fire = 0
$ read_book = False
call update_DRgame_random_number
call update_DRgame_meat_spoiling
call update_DRgame_needs
label dark_room_load_save:
call play_music("stop")
stop bg_sounds #Stops playing the fire SFX.
stop weather #Stops playing the rain SFX.
if DRstates.env.day in [1,2,3,6,7]:
$ game.weather = "storm"
elif DRstates.env.day in [4,5]:
$ game.weather = "clear"
else:
$ game.weather = "random"
call weather_sound
pause 2
centered "{size=+7}{color=#cbcbcb}Day [DRstates.env.day]{/color}{/size}"
pause 1
label DRgame_resume:
if DRgame.game_over:
show screen blkfade
with d5
pause 1
centered "{size=+7}{color=#cbcbcb}Game Over...{/color}{/size}"
pause 1
centered "{size=+7}{color=#cbcbcb}You made it to day [DRstates.env.day]!{/color}{/size}"
pause 1
jump dark_room_game_start_menu
show screen weather
show screen dark_room
if DRgame.fire >= 1:
$ fire_in_fireplace = True
$ fireplace_OBJ.foreground = "fireplace_fire"
else:
$ fire_in_fireplace = False
$ fireplace_OBJ.foreground = None
hide screen DRgame_blktone
show screen DRgame_blktone
call DRgame_chibis #Sets up character chibis & positions.
hide screen blkfade
with d9
if DRgame.time == "morning":
call DRgame_random_event
call screen DRgame_menu #Do something.
if DRgame.time == "noon":
call DRgame_leave_for_task #Characters Leave
call DRgame_random_event
call screen DRgame_menu #Do another thing.
if DRgame.time == "afternoon":
call DRgame_return_from_task #Characters Return
call update_DRgame_hunger #Eating
call DRgame_random_event
if DRgame.time == "night":
call update_DRgame_sickness
call DRgame_random_event
if DRgame.game_over:
show screen blkfade
with d5
pause 1
centered "{size=+7}{color=#cbcbcb}Game Over...{/color}{/size}"
pause 1
centered "{size=+7}{color=#cbcbcb}You made it to day [DRstates.env.day]!{/color}{/size}"
pause 1
jump dark_room_game_start_menu
#Jump next day
call nar(">Night gathers...\nAnd a new day begins.")
$ DRstates.env.day += 1
jump dark_room_main
label update_DRgame_random_number:
python:
for i in DRgame.characters:
i.random_number = renpy.random.randint(1, 4) #1 is lucky, 4 is not
return
label DRgame_chibis:
call gen_chibi("hide")
call sna_chibi("hide")
#Player
$ genie_chibi.zorder = 1
if DRplayer in DRgame.characters:
call gen_chibi("stand",710,165+250,flip=False)
#Stranger
$ snape_chibi.zorder = 1
if DRstranger in DRgame.characters:
if DRstranger.location != "outside":
call sna_chibi("stand",450,180+250,flip=True)
return
label update_DRgame_needs:
python:
for i in DRgame.characters:
i.hunger -= 1
if i.task == "" and i.hp < 10 and i != DRplayer:
i.hp += 1
for i in DRgame.characters:
if i.sick == False:
if (i.hunger < 5 and i.hp < 6 and i.random_number in [4]) or i.hp < 2:
i.sick = True
if i.name == "You":
renpy.say(None,"You have gotten ill.")
else:
renpy.say(None,"[i.name] has gotten ill.")
if i.sick:
i.force_task = False
i.task = ""
return
label update_DRgame_sickness:
python:
for i in DRgame.characters:
if i.sick:
if i.hp >= 6 and i.hunger >= 3 and DRgame.fire >= 1:
i.sick = False
renpy.say(None,"[i.namse] looks to be a lot healthier. Their sickness seems to be gone.")
return
label update_DRgame_meat_spoiling:
$ random_number = renpy.random.randint(1, 5)
if random_number in [1]:
$ DRgame.meat -= 5
if random_number in [2]:
$ DRgame.meat -= 3
if DRgame.meat < 0:
$ DRgame.meat = 0
return
label update_DRgame_hunger:
if DRgame.meals <= 0:
"There was no food left to eat."
"If this continues, you will starve..."
return
if DRgame.fire <= 0 and DRgame.wood >= 1:
"There was no fire to heat up the meal..."
menu:
"-Stoke the fire-":
$ DRgame.fire = 1
$ DRgame.wood -= 1
$ fire_in_fireplace = True
$ fireplace_OBJ.foreground = "fireplace_fire"
with d5
if DRgame.fire <= 0 and DRgame.wood <= 0:
"You had no more wood to heat up the fire..."
"You turn back to your tasks hungry..."
return
python:
for i in DRgame.characters:
if DRgame.meals >= 1:
if i.sick: #Priority
if i.hunger < 7:
i.hunger += 1
DRgame.meals -= 1
else:
if i.hunger < 7:
i.hunger += 1
DRgame.meals -= 1
for i in DRgame.characters:
if DRgame.meals >= 1:
if i.sick: #Priority
if i.hunger < 10:
i.hunger += 1
DRgame.meals -= 1
else:
if i.hunger < 10:
i.hunger += 1
DRgame.meals -= 1
if DRgame.time in ["afternoon"]:
"A long day of work... it was time to eat..."
if DRgame.meals <= 0:
"All food that was left got eaten..."
return
label DRgame_leave_for_task:
python:
for i in DRgame.characters:
if i.task in ["wood_cutting","hunting"]:
if game.weather in ("clear", "cloudy", "overcast"):
i.location = "outside"
elif i.force_task == True:
i.location = "outside"
else:
i.location = "room"
call DRgame_chibis
with d5
return
label DRgame_return_from_task: #renpy.say(None,"[i.name] has gotten ill.")
python:
for i in DRgame.characters:
if i.location == "outside":
i.location = "room"
call DRgame_chibis
with d5
python:
for i in DRgame.characters:
#Hunting
if i.task == "hunting" and game.weather in ("clear", "cloudy", "overcast") or i.force_task == True: #They were hunting.
temp_item = 2
if game.weather in ("blizzard", "snow", "storm", "rain"):
temp_item -= 1
if i.hp > 1:
i.hp -= 1
if "hunting" in i.unskilled:
temp_item -= 1
if "hunting" in i.skills:
temp_item += 1
if temp_item == 3 or (temp_item == 2 and "knife" in i.inventory):
temp_item += 1
#Deer
if "bow" in i.inventory and "arrows" in i.inventory and "hunting" not in i.unskilled:
if i.random_number in [1,2]:
temp_item = 5 #Deer
else:
temp_item = 4 #Fox
DRgame.meat += temp_item
renpy.say(None,"[i.name] came back from the hunt, hungry and freezing.")
if game.weather in ("blizzard", "snow", "storm", "rain"):
renpy.say(None,"The cold rains have shown its mark on them...")
if temp_item >= 5:
renpy.say(None,"A large deer on their back. This will last a couple of days.")
renpy.say(None,"Its leather seems almost untouched.")
DRgame.leather += renpy.random.randint(2, 3)
elif temp_item in [3,4]:
renpy.say(None,"They found a small fox. Should be good enough to eat...")
renpy.say(None,"Its fur will help with the cold.")
DRgame.fur += renpy.random.randint(1, 2)
elif temp_item == 2:
renpy.say(None,"They found a wild chicken.")
renpy.say(None,"The feathers will make good arrows")
DRgame.feathers += renpy.random.randint(4, 8)
elif temp_item == 1:
renpy.say(None,"They only caught a small rabbit. There won't be much to eat it seems...")
else:
renpy.say(None,"They were unsuccessful and couldn't find any wild animals in the thick snow.")
#Wood Chopping/Gathering
if i.task == "chopping_wood" and game.weather in ("clear", "cloudy", "overcast") or i.force_task == True: #They were gathering wood/chopping wood.
temp_item = 3
if game.weather in ("blizzard", "snow", "storm", "rain"):
temp_item -= 1
if i.hp > 1:
i.hp -= 1
if "strength" in i.unskilled:
temp_item -= 1
if "strength" in i.skills:
temp_item += 1
if "axe" in i.inventory:
temp_item += 1
DRgame.wood += temp_item
if "axe" in i.inventory:
renpy.say(None,"[i.name] came back from chopping wood.")
renpy.say(None,"They chopped [temp_item] piles with their axe.")
else:
renpy.say(None,"[i.name] came back from gathering wood.")
if temp_item == 1:
renpy.say(None,"They gathered [temp_item] pile of wood out in the forest.")
else:
renpy.say(None,"They gathered [temp_item] piles of wood out in the forest.")
return
label DRgame_random_event:
if DRstates.env.day == 1:
if DRgame.time in ["morning"]:
if "intro" not in DRgame.events:
$ DRgame.events.append("intro")
call play_music("night_outside")
pause 2
"Wind howls throughout the night."
"A merciless cold, creeps into every part of your bones..."
"You've been walking through a raging blizzard for what felt like hours, the cold biting deep into your skin..."
pause 2
"And then you finally found it..."
"An empty wood cabin. No lights. No sound. Not a soul."
pause 1
"Shelter, at last..."
pause 2
call play_music("stop")
call play_sound("door")
pause.5
call gen_chibi("stand","door","base",flip=False)
with d5
pause.8
"The cabin, its walls strong against the harsh winds... but still as cold as the outside..."
"You need to take action... Fast..."
$ DRgame.characters.append(DRplayer)
if DRstates.env.day in [3,5]:
if DRgame.time in ["noon"]:
if "stranger_intro" not in DRgame.events:
if DRstates.env.day == 3:
call play_sound("knocking")
pause.2
call gen_chibi("hide")
with d3
call gen_chibi("stand","mid","base")
with d5
pause.5
"A strong knocking halls through the nearly empty cabin."
"It's a man. Stranger, he calls himself..."
"The cold has been taking its toll on him."
"He promises you help, for shelter..."
pause.8
"Will you let him in?"
menu:
"-Let him in-":
$ DRgame.events.append("stranger_intro")
$ DRgame.characters.append(DRstranger)
$ DRstranger.location = "room"
pause.5
call play_sound("door")
call sna_chibi("stand","door","base")
with d5
pause.8
"The stranger is more than thankful to you."
"He'd be happy to help gather wood or hunt meat."
"-Tell him to leave-":
"The stranger reluctantly leaves."
$ DRgame.time = "afternoon"
return
elif DRstates.env.day == 5:
call play_sound("knocking")
pause.2
call gen_chibi("hide")
with d3
call gen_chibi("stand","mid","base")
with d5
pause.5
"Another loud knocks at the sturdy cabin door."
"Once again, it's the stranger..."
"He has no more food, no more water, so he says..."
"He is making a threat. You will regret this, he tells you..."
pause.8
menu:
"-Let him in-":
$ DRgame.events.append("stranger_intro")
$ DRgame.characters.append(DRstranger)
$ DRstranger.location = "room"
pause.5
call play_sound("door")
call sna_chibi("stand","door","base")
with d5
pause.8
"The stranger is more than thankful to you."
"He'd be happy to help gather wood or hunt for meat."
"-Let him starve-":
"He quietly leaves."
$ DRgame.time = "afternoon"
return
#Afternoon
if DRgame.time in ["afternoon"]:
#Fire goes out.
$ random_number = renpy.random.randint(1, 5)
if random_number in [1,2] and DRgame.fire in [1]:
$ DRgame.fire = 0
stop bg_sounds
hide screen DRgame_blktone
show screen DRgame_blktone
$ fire_in_fireplace = False
$ fireplace_OBJ.foreground = None
with d9
pause.8
call nar(">The fire wasn't strong enough.\nIt failed fighting the bitter cold, and went out...")
pause.8
$ DRgame.time = "night"
#Night
if DRgame.time in ["night"]:
if DRstates.env.day == 6 and "stranger_intro" not in DRgame.events:
call play_music("night_outside")
show screen blkfade
with d5
pause .8
"In the night, you quietly woke up."
"You thought someone was moving outside of the cabin."
"You heard a clashing sound of metal hitting stone..."
"Followed closely by a sound that was only too familiar..."
call play_music("stop")
pause.8
"The sound that had been the only comfort in the last few days in this cold winter, now made you feel dread..."
"It was fire! The cabin was slowly burning from every side, more, and more."
call play_music("hitman")
"You hurried across the empty room towards the only way that went outside."
"You unhinged the metal locks on the heavy door."
call play_sound("bump")
"But the large door wouldn't move... It was barricaded from the outside..."
call play_sound("bump")
pause.8
call play_sound("bump")
pause.6
call play_sound("bump")
"With no way out, you grabbed your axe and started tearing down the wooden door..."
pause.5
call play_sound("bump")
pause.6
call play_sound("bump")
pause.8
call play_sound("bump")
call play_music("stop")
"The heat grew unbearable. At last, you dropped your axe and sank to the floor."
"The cabin burned down over the night, into a pile of ash and snow..."
"You didn't make it out..."
$ DRgame.game_over = True
if not DRgame.game_over:
$ temp_name = ""
python:
for i in DRgame.characters:
if i.sick:
if i.random_number in [4] and DRgame.fire == 0:
DRgame.characters.remove(i)
temp_name = i.name
if temp_name != "":
show screen blkfade
with d9
"A long-fought battle against illness has been lost..."
pause 2
if DRplayer not in DRgame.characters:
"You died in the night..."
$ DRgame.game_over = True
else:
"[temp_name], has died in the night."
$ DRgame.time = "morning"
return
screen dark_room():
add "images/rooms/_bg_/main_room_night.webp"
add "images/rooms/objects/doors/door_idle_night.webp" at Position(xpos=898, ypos=315, xanchor="center", yanchor="center")
add "images/rooms/objects/fireplace/fireplace_w_shadow.webp" at Position(xpos=693, ypos=277, xanchor="center", yanchor="center")
if read_book:
if DRgame.fire == 0:
add "ch_gen read" xpos 350 ypos 205
else:
add "ch_gen read_near_fire" xpos 350 ypos 205
#else:
#use chair_left
add "images/rooms/main_room/desk_empty.webp" xpos 370 ypos 336 xanchor 0.5 yanchor 0.5
zorder 0
screen DRgame_blktone(): #Use this instead of "blktone", or it will cause issues with chibis.
tag DRgame_blktone
if DRgame.fire <= 0:
add Color("#000", alpha=0.7)
elif DRgame.fire == 1:
add Color("#000", alpha=0.3)
zorder 4
screen DRgame_menu():
tag DRgame_menu
#Door
imagebutton:
xpos 898
ypos 315
focus_mask True
xanchor "center"
yanchor "center"
idle "images/rooms/objects/doors/door_idle.webp"
hover "images/rooms/objects/doors/door_hover.webp"
action [Hide("DRgame_menu"), Jump("DRgame_door")]
#Fireplace
imagebutton:
xpos 693
ypos 277
focus_mask True
xanchor "center"
yanchor "center"
idle "images/rooms/objects/fireplace/fireplace_idle.webp"
hover "images/rooms/objects/fireplace/fireplace_hover.webp"
action [Hide("DRgame_menu"), Jump("DRgame_fireplace")]
#Chair left chair_left
imagebutton:
xpos 332
ypos 300
focus_mask True
xanchor "center"
yanchor "center"
idle "images/rooms/main_room/chair_left_no_shadow.webp"
hover yellow_tint("images/rooms/main_room/chair_left_no_shadow.webp")
action [Hide("DRgame_menu"), Jump("dark_room_chair_left")]
#Desk
imagebutton:
xpos 360
ypos 330
focus_mask True
xanchor "center"
yanchor "center"
idle "images/rooms/main_room/desk_no_shadow.webp"
hover yellow_tint("images/rooms/main_room/desk_no_shadow.webp")
action [Hide("DRgame_menu"), Jump("dark_room_desk")]
#Player
imagebutton:
xpos genie_chibi.pos[0]
ypos genie_chibi.pos[1]
focus_mask True
#xanchor "center"
#yanchor "center"
if not genie_chibi.flip:
idle "ch_gen stand"
hover yellow_tint("ch_gen stand")
else:
idle Transform("ch_gen stand", xzoom=-1.0)
hover yellow_tint( Transform("ch_gen stand", xzoom=-1.0) )
action [Hide("DRgame_menu"), Jump("dark_room_player")]
#Stranger
if DRstranger in DRgame.characters and DRstranger.location not in ["outside"]:
imagebutton:
pos sna_chibi.pos
focus_mask True
#xanchor "center"
#yanchor "center"
if not snape_chibi.flip:
idle "ch_sna stand"
hover yellow_tint("ch_sna stand")
else:
idle Transform("ch_sna stand", xzoom=-1.0)
hover yellow_tint( Transform("ch_sna stand", xzoom=-1.0) )
action [Hide("DRgame_menu"), Jump("dark_room_stranger")]
if DRmaid in DRgame.characters and DRmaid.location in ["room","desk","fireplace"]:
imagebutton:
pos hermione_chibi.pos
focus_mask True
xanchor "center"
yanchor "center"
idle hermione_chibi_blink
hover yellow_tint(hermione_chibi_blink)
action [Hide("DRgame_menu"), Jump("dark_room_maid")]
zorder 1
#Fireplace
label DRgame_fireplace:
if DRgame.wood >= 1 and DRgame.fire <= 0:
$ DRgame.fire += 1
$ DRgame.wood -= 1
$ fire_in_fireplace = True
$ fireplace_OBJ.foreground = "fireplace_fire"
with d9
pause 1
"The fire is burning..."
jump DRgame_fireplace
elif DRgame.wood <= 0 and DRgame.fire <= 0:
call nar(">You don't have any more wood to burn.\nSoon you will all freeze to death.")
jump DRgame_resume
menu:
"-Stoke the fire-" if DRgame.wood >= 1 and DRgame.fire < 2:
$ DRgame.fire += 1
$ DRgame.wood -= 1
pause .2
$ fire_in_fireplace = True
$ fireplace_OBJ.foreground = "fireplace_fire"
with d9
pause 1
if DRgame.fire == 1:
"The fire is burning..."
if DRgame.fire == 2:
"The fire is roaring..."
"It will burn until night falls."
"-Stoke the fire-" (style="disabled") if DRgame.wood < 1 or DRgame.fire >= 2:
if DRgame.fire >= 2:
call nar(">The fire burns more than enough.")
else:
call nar(">You don't have any more wood to burn.\nSoon you will all freeze to death.")
"-Cook some meat-" if DRgame.fire >= 1 and DRgame.meat >= 1:
jump DRgame_cook_meat
"-Cook some meat-" (style="disabled") if DRgame.fire >= 1 and DRgame.meat < 1:
call nar(">You don't have any meat to cook.")
"-Leave the fireplace-":
jump DRgame_resume
jump DRgame_fireplace
label DRgame_cook_meat:
call DRgame_advance_time
$ temp_number = 1
if DRgame.meat == 1:
$ temp_number = 1
elif DRgame.meat == 2:
$ temp_number = 2
elif DRgame.meat >= 3:
$ temp_number = 3
$ DRgame.meat -= temp_number
$ DRgame.meals += temp_number
if temp_number in [1]:
"With barely any meat left, you were able to cook a small stew..."
if temp_number in [2]:
"There was enough meat to cook a decent stew..."
if temp_number in [3]:
"You were able to cook a rather large stew with meat."
jump DRgame_resume
#Door
label DRgame_door:
menu:
"-Chop Wood-":
jump DRgame_chop_wood
"-Hunt for Animals-":
jump DRgame_hunt_animals
"-Leave the door-":
jump DRgame_resume
label DRgame_chop_wood:
call DRgame_advance_time
call play_sound("door")
call gen_chibi("hide")
with d5
pause.2
call play_music("night")
pause.8
$ temp_number = 1
if DRplayer.random_number in [1]:
$ temp_number += 2
if DRplayer.random_number in [2]:
$ temp_number += 1
if DRplayer.random_number in [4]:
$ temp_number -= 1
if "strength" in DRplayer.skills:
$ temp_number += 1
$ DRgame.wood += temp_number
call gen_chibi("stand","door","base",flip=False)
with d5
"Exhausted you return to the cabin..."
"You were able to gather and chop [temp_number] pieces of wood."
if game.weather in ("blizzard", "snow", "storm", "rain"):
$ DRplayer.hp -= 1
"The ruthless weather has shown its mark on you. You shouldn't have gone out there."
"But there was no other choice..."
jump DRgame_resume
label DRgame_hunt_animals:
call DRgame_advance_time
call play_sound("door")
call gen_chibi("hide")
with d5
pause.2
call play_music("night")
pause.8
$ temp_number = 1
if DRplayer.random_number in [1]:
$ temp_number += 2
if DRplayer.random_number in [2]:
$ temp_number += 1
if DRplayer.random_number in [4]:
$ temp_number -= 1
if game.weather in ("blizzard", "snow", "storm", "rain"):
$ temp_number -= 1
$ DRgame.meat += temp_number
call gen_chibi("stand","door","base",flip=False)
with d5
"You returned from the hunt..."
if temp_number <= 0:
"You were unsuccessful, and couldn't find any wild animals in the thick snow."
elif temp_number == 1:
"You only caught a small rabbit."
elif temp_number == 2:
"You found a wild chicken."
else:
"You found a small fox. Should be good enough to eat..."
if game.weather in ("blizzard", "snow", "storm", "rain"):
$ DRplayer.hp -= 1
"The ruthless weather has shown its mark on you. You shouldn't have gone out there."
"But there was no other choice..."
jump DRgame_resume
#Chair Left
label dark_room_chair_left:
call gen_chibi("hide")
hide screen dark_room
$ read_book = True
show screen dark_room
with d5
pause.8
"In a drawer, you found a dusty old book...\nYou decide to read it..."
if DRgame.fire <= 0:
"The words written on the pages, merge with the long darkness of the night."
"For a minute, you stare into the dark, cold, and empty room, wondering if you will ever leave this place alive..."
"You place the book back to where it was..."
else:
"You read through the pages, glued to every word."
if DRgame.characters == [DRplayer]:
"It helps you cope with your new found loneliness..."
if DRplayer.hp < 10:
$ DRplayer.hp += 1
"You feel a bit better..."
hide screen dark_room
$ read_book = False
show screen dark_room
call DRgame_advance_time
jump DRgame_resume
#Player
label dark_room_player:
menu:
"You":
pass
"-Hunger-":
if DRplayer.hunger in [7,8,9,10]:
"You aren't hungry."
elif DRplayer.hunger in [6,5,4]:
"You could do with another meal."
else:
"You feel hungry."
"-Health-":
if DRplayer.sick == True:
"You are sick. Eat enough, leave work to others, and make sure that the fire is always warm..."
"You will die if you don't."
else:
if DRplayer.hp in [6,7,8,9,10]:
"You feel healthy enough."
else:
"You health is fading. You might become sick."
jump DRgame_resume
#Stranger
label dark_room_stranger:
menu:
"Stranger":
pass
"-Hunger-":
if DRstranger.hunger in [7,8,9,10]:
"They aren't hungry."
elif DRstranger.hunger in [6,5,4]:
"They could do with another meal."
else:
"They feel hungry."
"-Health-":
if DRstranger.sick == True:
"They are sick. They will need food and a warm bed..."
"They will die if they don't get help."
else:
if DRstranger.hp in [6,7,8,9,10]:
"They are healthy."
else:
"Their health is fading. They might become sick."
"-Task-":
menu:
"Give them a task."
"-Chopping Wood-":
$ DRstranger.task = "chopping_wood"
"-Hunting-":
$ DRstranger.task = "hunting"
"-Force to do task-" if DRstranger.task in ["chopping_wood","hunting"]:
$ DRstranger.force_task = True
"The stranger reluctantly agreed do their tasks even in bad weather..."
jump DRgame_resume
"-Get better-" if DRstranger.hp < 6:
$ DRstranger.task = ""
$ DRstranger.force_task = False
"You give them their task..."
"They nod."
jump DRgame_resume
#Desk
label dark_room_desk:
menu:
"Resources"
"Day [DRstates.env.day]":
pass
"-[DRgame.wood] pieces of firewood-":
"Gather some more when the weather allows it."
"-[DRgame.meat] pieces of raw meat-":
"Cook them or they will spoil."
"-[DRgame.meals] cooked meals-":
"Meals don't spoil, but they take time to cook."
"-[DRgame.leather] pieces of leather-":
"Leather from hunting deer."
"Craft a bow and some arrows to hunt them."
"-[DRgame.fur] pieces of fur-":
"Leather from hunting small animals like foxes."
"They can be caught easier with a knife, or by laying out traps."
"-[DRgame.feathers] feathers-":
"Feathers are required to craft arrows."
"-Return to the start menu-":
jump dark_room_game_start_menu
jump DRgame_resume
label DRgame_advance_time:
if DRgame.time == "morning":
$ DRgame.time = "noon"
elif DRgame.time == "noon":
$ DRgame.time = "afternoon"
elif DRgame.time == "afternoon":
$ DRgame.time = "night"
return
init -1 python:
class DarkRoomGame(object):
day = 1
time = ""
characters = []
events = []
fire = 0
wood = 23
meat = 5
meals = 0
leather = 0
fur = 0
feathers = 0
water = 20
gold = 0
game_over = False
def __init__(self, **kwargs):
self.__dict__.update(**kwargs)
def getChar(self):
return self.characters
class DarkRoomCharacter(object):
name = ""
hp = 10
hunger = 5
sick = False
random_number = 1
days_here = 0
friendship = 0
task = "" #chopping_wood, hunting, sewing, cooking, woodworking,
force_task = False #You can tell them to go out in bad weather.
location = ""
skills = []
unskilled = []
inventory = []
def __init__(self, **kwargs):
self.__dict__.update(**kwargs)