1 from engine
.game_map
import special_keys
2 from random
import randint
3 from engine
.battle
import simple_battle
5 def get_map_specials(game_map
):
6 for key
in special_keys
:
7 yield game_map
.map_key
[key
]
9 def wall(game_map
, *args
):
13 def safe(game_map
, *args
):
14 game_map
.hp_mp_ticks()
18 def normal(game_map
, *args
):
19 game_map
.hp_mp_ticks()
20 if game_map
.delay_left
> 0:
21 game_map
.delay_left
-= 1
24 (chance
, delay
, minlvl
, maxlvl
, mincrits
, maxcrits
, crittypes
, tileset
) = \
25 get_map_specials(game_map
)
27 if randint(1,100) < int(chance
):
28 game_map
.delay_left
= int(delay
)
29 level
= randint(int(minlvl
),int(maxlvl
))
30 crits
= randint(int(mincrits
),int(maxcrits
))
31 game_map
.game
.ui
.battle_mode(simple_battle(level
, crits
))
36 def object_tutorial(game_map
, main
= False, *args
):
38 object_tutorial
.tile
= "empty"
40 def conversation_tutorial(game_map
, main
= False, *args
):
42 conversation_tutorial
.tile
= "empty"
44 def combat_tutorial(game_map
, main
= False, *args
):
46 combat_tutorial
.tile
= "empty"
48 def menu_tutorial(game_map
, main
= False, *args
):
50 menu_tutorial
.tile
= "empty"
52 def start(game_map
, *args
):
56 def start_and_movement_tutorial(game_map
, *args
):
58 start_and_movement_tutorial
.tile
= "empty"
60 def door(game_map
, *args
):