diff --git a/top-python-game-engines/renpy/basic_game/game/script.rpy b/top-python-game-engines/renpy/basic_game/game/script.rpy index c235634833..ea291163ed 100644 --- a/top-python-game-engines/renpy/basic_game/game/script.rpy +++ b/top-python-game-engines/renpy/basic_game/game/script.rpy @@ -15,7 +15,8 @@ label start: "You hear your alarm going off, and your mother calling to you." - mom "It's time to wake up. If I can hear your alarm, you can hear it to - let's go!" + mom "It's time to wake up. If I can hear your alarm, + you can hear it to - let's go!" "Reluctantly you open your eyes." @@ -25,13 +26,13 @@ label start: # This shows the basic narration - "You awaken in your bedroom after a good night's rest. Laying there sleepily, - your eyes wander to the clock on your phone." + "You awaken in your bedroom after a good night's rest. + Laying there sleepily, your eyes wander to the clock on your phone." me "Yoinks! I'm gonna be late!" - "You leap out of bed and quickly put on some clothes. Grabbing your book bag, you - sprint for the door to the living room." + "You leap out of bed and quickly put on some clothes. + Grabbing your book bag, you sprint for the door to the living room." scene hallway day diff --git a/top-python-game-engines/renpy/giant_quest_game/game/giant.rpy b/top-python-game-engines/renpy/giant_quest_game/game/giant.rpy index c355bff8e3..720a78e2c2 100644 --- a/top-python-game-engines/renpy/giant_quest_game/game/giant.rpy +++ b/top-python-game-engines/renpy/giant_quest_game/game/giant.rpy @@ -19,11 +19,14 @@ label giant_battle: show expression current_weapon at left - "As you follow the tracks down the path, night falls. You hear sounds in the distance: cows, goats, sheep. You've found the livestock!" + "As you follow the tracks down the path, night falls. + You hear sounds in the distance: + cows, goats, sheep. You've found the livestock!" show giant greeting - "As you approach the clearing and see your villages livestock, a giant appears." + "As you approach the clearing and see your villages livestock, + a giant appears." giant "Who are you?" @@ -43,22 +46,41 @@ python: elif giant_hp < 20: renpy.say(None, "The giant's steps become more unsteady.") elif giant_hp < 30: - renpy.say(None, "The giant sweats and wipes the blood from his brow.") + renpy.say( + None, "The giant sweats and wipes the blood from his brow." + ) elif giant_hp < 40: - renpy.say(None, "The giant snorts and grits his teeth against the pain.") + renpy.say( + None, + "The giant snorts and grits his teeth against the pain.", + ) else: - renpy.say(None, "The giant smiles and readies himself for the attack.") - + renpy.say( + None, + "The giant smiles and readies himself for the attack.", + ) def show_player_condition(player_hp): if player_hp < 4: - renpy.say(None, "Your eyes lose focus on the giant as you sway unsteadily.") + renpy.say( + None, + "Your eyes lose focus on the giant as you sway unsteadily.", + ) elif player_hp < 8: - renpy.say(None, "Your footing becomes less steady as you swing your sword sloppily.") + renpy.say( + None, + "Your footing becomes less steady as you swing your sword sloppily.", + ) elif player_hp < 12: - renpy.say(None, "Blood mixes with sweat on your face as you wipe it from your eyes.") + renpy.say( + None, + "Blood mixes with sweat on your face as you wipe it from your eyes.", + ) elif player_hp < 16: - renpy.say(None, "You bite down as the pain begins to make itself felt.") + renpy.say( + None, + "You bite down as the pain begins to make itself felt.", + ) else: renpy.say(None, "You charge into the fray valiantly!") @@ -75,16 +97,31 @@ python: # Keep swinging until something happens while not battle_over: - renpy.say(None, "You have {0} hit points. Do you want to fight or flee?".format(player_hp), interact=False) - battle_over = renpy.display_menu([ ("Fight!", False), ("Flee!", True) ]) + renpy.say( + None, + "You have {0} hit points. Do you want to fight or flee?".format( + player_hp + ), + interact=False, + ) + battle_over = renpy.display_menu( + [("Fight!", False), ("Flee!", True)] + ) if battle_over: player_wins = False break # The player gets a swing - player_attack = randint(1, base_damage + 1) * multiplier + additional - renpy.say(None, "You swing your {0}, doing {1} damage!".format(current_weapon, player_attack)) + player_attack = ( + randint(1, base_damage + 1) * multiplier + additional + ) + renpy.say( + None, + "You swing your {0}, doing {1} damage!".format( + current_weapon, player_attack + ), + ) giant_hp -= player_attack # Is the giant dead? @@ -98,9 +135,17 @@ python: # Then the giant tries giant_attack = randint(0, giant_damage) if giant_attack == 0: - renpy.say(None, "The giant's arm whistles harmlessly over your head!") + renpy.say( + None, + "The giant's arm whistles harmlessly over your head!", + ) else: - renpy.say(None, "The giant swings his mighty fist, and does {0} damage!".format(giant_attack)) + renpy.say( + None, + "The giant swings his mighty fist, and does {0} damage!".format( + giant_attack + ), + ) player_hp -= giant_attack # Is the player dead? @@ -119,10 +164,11 @@ python: else: renpy.jump("giant_wins") - label player_wins: - "The giant's eyes glaze over as he falls heavily to the ground. The earth shakes as his bulk lands face down, and his death rattle fills the air." + "The giant's eyes glaze over as he falls heavily to the ground. + The earth shakes as his bulk lands face down, + and his death rattle fills the air." hide giant @@ -132,7 +178,10 @@ label player_wins: label giant_wins: - "The giant takes one last swing, knocking you down. Your vision clouds, and you see the ground rising to meet you. As you slowly lose consciousness, your last vision is the smiling figure of the giant as he advances on you." + "The giant takes one last swing, knocking you down. + Your vision clouds, and you see the ground rising to meet you. + As you slowly lose consciousness, your last vision is + the smiling figure of the giant as he advances on you." "You have lost!" diff --git a/top-python-game-engines/renpy/giant_quest_game/game/script.rpy b/top-python-game-engines/renpy/giant_quest_game/game/script.rpy index 3570c4137e..d85b0da181 100644 --- a/top-python-game-engines/renpy/giant_quest_game/game/script.rpy +++ b/top-python-game-engines/renpy/giant_quest_game/game/script.rpy @@ -12,7 +12,7 @@ ## Declare characters used by this game. The color argument colorizes the ## name of the character. define player = Character("Me", color="#c8ffff") -define smith = Character("Miranda, village blacksmith", color="#2a3236") +define smith = Character("Miranda, village blacksmith", color="#99ff9c") define wizard = Character("Endeavor, cryptic wizard", color="#f4d3ff") define giant = Character("Maull, terrifying giant", color="#ff8c8c") @@ -55,15 +55,22 @@ label start: # Begin narration - "Growing up in a small hamlet was boring, but reliable and safe. At least, it was until the neighbors began complaining of missing livestock. That's when the evening patrols began." + "Growing up in a small hamlet was boring, but reliable and safe. + At least, it was until the neighbors began complaining of missing + livestock. That's when the evening patrols began." - "While on patrol just before dawn, your group noticed broken fence around a cattle paddock. Beyond the broken fence, a crude trail had been blazed to a road leading away from town." + "While on patrol just before dawn, your group noticed broken fence + around a cattle paddock. Beyond the broken fence, + a crude trail had been blazed to a road leading away from town." # Show the current weapon show expression current_weapon at left with moveinleft - "After reporting back to the town council, it was decided that you should follow the tracks to discover the fate of the livestock. You picked up your only weapon, a simple wooden practice sword, and set off." + "After reporting back to the town council, it was decided that you + should follow the tracks to discover the fate of the livestock. + You picked up your only weapon, a simple wooden practice sword, + and set off." scene crossroads with fade @@ -71,8 +78,10 @@ label start: show expression current_weapon at left "Following the path, you come to a bridge across the river." - - "Crossing the bridge will take you to the county seat, where you may hear some news or get supplies. The tracks, however, continue straight on the path." + + "Crossing the bridge will take you to the county seat, + where you may hear some news or get supplies. + The tracks, however, continue straight on the path." menu optional_name: "Which direction will you travel?" @@ -82,7 +91,7 @@ label start: jump town "Continue on the path": jump path - + "Your quest is ended!" - + return diff --git a/top-python-game-engines/renpy/giant_quest_game/game/town.rpy b/top-python-game-engines/renpy/giant_quest_game/game/town.rpy index 97f359e320..7fb9b24984 100644 --- a/top-python-game-engines/renpy/giant_quest_game/game/town.rpy +++ b/top-python-game-engines/renpy/giant_quest_game/game/town.rpy @@ -12,7 +12,6 @@ image blacksmith confused = "blacksmith2.png" image blacksmith happy = "blacksmith3.png" image blacksmith shocked = "blacksmith4.png" - label town: scene distant town @@ -20,16 +19,23 @@ label town: show expression current_weapon at left - "Crossing the bridge, you stride away from the river along a well worn path. The way is pleasant, and you find yourself humming a tune as you break into a small clearing." + "Crossing the bridge, you stride away from the river along a + well worn path. The way is pleasant, and you find yourself humming + a tune as you break into a small clearing." - "From here, you can make out the county seat of Fetheron. You feel confident you can find help for your quest here." + "From here, you can make out the county seat of Fetheron. + You feel confident you can find help for your quest here." scene within town with fade show expression current_weapon at left - "As you enter town, you immediately begin seeking the local blacksmith. After asking one of the townsfolk, you find the smithy on the far south end of town. You approach the smithy, smelling the smoke of the furnace long before you hear the pounding of hammer on steel." + "As you enter town, you immediately begin seeking the local blacksmith. + After asking one of the townsfolk, you find the smithy on the far + south end of town. You approach the smithy, + smelling the smoke of the furnace long before you hear + the pounding of hammer on steel." player "Hello! Is the smith in?" @@ -37,8 +43,9 @@ label town: show blacksmith greeting - "The blacksmith appears from her bellows. She greet you with a warm smile." - + "The blacksmith appears from her bellows. + She greets you with a warm smile." + smith "Oh, hello! You're from the next town over, right?" menu: @@ -51,14 +58,14 @@ label town: show blacksmith shocked smith "Hey, just trying to make conversation" - + smith "So, what can I do for you?" - player "I need a better weapon that this wooden thing." + player "I need a better weapon than this wooden thing." show blacksmith confused - smith "Are you going be doing something dangerous?" + smith "Are you going to be doing something dangerous?" player "Have you heard about the missing livestock in town?" @@ -70,9 +77,12 @@ label town: player "Exactly! Can you help?" - smith "I've got just the thing. Been working on it for a while, but didn't know what to do with it. Now I know" + smith "I've got just the thing. Been working on it for a while, + but didn't know what to do with it. Now I know." - "Miranda walks back past the furnace to a small rack. On it, a gleaming steel sword rests. She picks it up and walks back to you." + "Miranda walks back past the furnace to a small rack. + On it, a gleaming steel sword rests. + She picks it up and walks back to you." smith "Will this do?" @@ -80,7 +90,8 @@ label town: "It's perfect!": show blacksmith happy - smith "Wonderful! Give me the wooden one - I can use it in the furnace!" + smith "Wonderful! Give me the wooden one - + I can use it in the furnace!" $ current_weapon = "steel sword" $ base_damage = 6 @@ -89,8 +100,9 @@ label town: "Is that piece of junk it?": show blacksmith confused - smith "I worked on this for weeks. If you don't want it, then don't take it." - + smith "I worked on this for weeks. + If you don't want it, then don't take it." + # Show the current weapon show expression current_weapon at left @@ -100,12 +112,13 @@ label town: smith "Alright. Good luck!" - scene distant town with fade show expression current_weapon at left - "You make your way back through town. Glancing back at the town, you hope you wonder if you can keep them safe too." + "You make your way back through town. + Glancing back at the town, you wonder if + you can keep them safe too." jump path