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########################################################################################
# This file is part of Spheres.
# Copyright (C) 2019 Jesusalva
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License, or (at your option) any later version.
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
########################################################################################
# Mission Selection & Quest Handling
init python:
######################## Server Communications
def loadquest(quest_id, party_id=1):
raw=send_packet("begin_quest", questdata("Main", quest_id, party_id))
bt=json_decode(raw)
if (bt == ERR_JSONDECODER):
return ERR_JSONDECODER
return bt
def loadbattle(new_arrange):
raw=send_packet("battle", battledata(new_arrange, use_sphere))
bt=json_decode(raw)
if (bt == ERR_JSONDECODER):
return ERR_JSONDECODER
return bt
###################################################################
# TODO: Quest menus and selections should be auto-generated
# World map structure: ["name", min_level, {quest1}, {quest2} ...]
label quest_select:
$ show_img("bg battle2", False)
scene bg battle2
play music MUSIC_WORLDMAP.id() fadein 0.5
python:
worldmap=[]
areamap=[]
for arx in allworld["Main"]:
arena=copy.copy(arx)
name=arena.pop(0)
req=arena.pop(0)
if Player["quest"] >= req:
worldmap.append((name, arena))
# Display world map menu
worldmap.append(("Return", -1))
mapselected=renpy.display_menu(worldmap)
del worldmap
if mapselected == -1:
renpy.jump("restore")
# Now we have the mapselected array, with dict
sfx=mapselected.pop(0)
TMP_MUSIC=get_sfx(sfx)
#renpy.play
for arx in mapselected:
quest=copy.copy(arx)
name=quest["name"]
qid=quest["quest_id"]
# We also want to show cost and requeriments
entry=dl_search(allquests["Main"], "quest_id", qid)
if entry != ERR_INVALID:
cost=entry["cost"]
req=entry["requeriment"]
else:
cost=-1
req=99999
# Add entry (if valid)
if Player["quest"] >= req:
if Player["ap"] >= cost:
areamap.append(("%s (%d AP)" % (name, cost), qid))
else:
areamap.append(("{s}%s (%d AP){/s}" % (name, cost), None))
# Display area menu
areamap.append(("Return", -1))
qid=renpy.display_menu(areamap)
del areamap
if qid == -1 or qid is None:
renpy.jump("quest_select")
jump quest_selected
###################################################################
label quest_selected:
# Get quest data
python:
quest=dl_search(allquests["Main"], "quest_id", qid)
# Uhm, how did this happen? Means client-data is not fully updated!
if (quest == ERR_INVALID):
renpy.call_screen("msgbox", "ERROR:\n\nRequested Quest does not exist client-side\nAn update is required. We'll now restart the app.")
renpy.quit(relaunch=True)
# Confirm the quest cost
$apmsg=_("Quest cost: %d/%d AP" % (quest["cost"], Player["ap"]))
menu:
"[apmsg]"
"Accept Quest" if Player["ap"] >= quest["cost"]:
pass
"Decline Quest":
jump quest_select
# Begin the quest
$ Battle=loadquest(qid)
$ sdelay(0.02)
# Check for error
if (Battle in [FAILUREMSG, OFFLINEMSG, ERR_JSONDECODER, ERR_LOGIN_DEFAULT]):
$ renpy.call_screen("msgbox", "Error:\n\n%s\nYou'll be taken to town." % Battle)
jump restore
# Reduce the paid AP
python:
# Consume the AP
update_ap()
# Before fighting, should we perhaps show story?
if Player["quest"] < qid:
story=dl_search(allstory, "quest_id", qid)
if (story != ERR_INVALID):
hud_story()
print(".:: Story logs (%d) ::." % qid)
if isinstance(story["pre_dialog"], str) or isinstance(story["pre_dialog"], unicode):
print("Calling in new context: %s" % (story["pre_dialog"]))
renpy.call_in_new_context(story["pre_dialog"])
else:
bg_is_showing=False
for dial in story["pre_dialog"]:
# Background
if str(dial["bg"]) != "":
if bg_is_showing:
renpy.hide("sbg")
show_img("bg "+dial["bg"], tag="sbg")
bg_is_showing=True
show_img("dialog_"+dial["left_sprite"], at_list=[left], tag="l")
show_img("dialog_"+dial["center_sprite"], at_list=[center], tag="c")
show_img("dialog_"+dial["right_sprite"], at_list=[right], tag="r")
renpy.say(dial["name"], dial["message"])
renpy.hide("l")
renpy.hide("c")
renpy.hide("r")
print("%s: %s" % (dial["name"], dial["message"]))
# Background Clean up
if bg_is_showing:
renpy.hide("sbg")
del bg_is_showing
# Okay, story-telling time is over: To arms!
#
$ TMP_MUSIC=get_sfx(quest["music"])
#$ print("Stage music: "+str(TMP_MUSIC))
play music TMP_MUSIC fadein 0.5
#play music MUSIC_BATTLE.id() fadein 0.5
$ renpy.free_memory()
window hide
$ renpy.stop_predict_screen("battle")
#$ renpy.jump_out_of_context("combat")
#$ renpy.call_in_new_context("combat")
#jump restore
jump combat
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