first implementation

This commit is contained in:
2023-05-05 23:45:32 -06:00
parent 66b289146f
commit 81c07e3017
4 changed files with 25 additions and 18 deletions

View File

@ -449,7 +449,7 @@ label chapter_11:
# Doomer ending skips this segment
call get_ending from _call_get_ending
if _return == 2:
if _return == ENDING_DOOMER:
stop music fadeout 3
pause 2
jump lPromAnnouncement
@ -586,12 +586,12 @@ label chapter_11:
pause .5
call get_ending from _call_get_ending_1
if _return == 4:
jump lSortingThings # Golden
elif _return == 3:
jump lMendingThings # Tradwife
if _return == ENDING_GOLDEN:
jump lSortingThings
elif _return == ENDING_TRADWIFE:
jump lMendingThings
else:
jump lBreakingThings # Shooter
jump lBreakingThings # All else fails, go to shooter.
label lSortingThings:
@ -5212,7 +5212,7 @@ label chapter_11:
pause .5
call get_ending from _call_get_ending_2
if _return == 3: #tradwife
if _return == ENDING_TRADWIFE:
"Things are going pretty well. When we discount Trishs weekly attempt to talk with Fang."
@ -5467,7 +5467,7 @@ label chapter_11:
"{cps=*.1}...{/cps}"
call get_ending from _call_get_ending_3
if _return != 1: # any route except Shooter
if _return != ENDING_SHOOTER:
# duplicated segment from 11B, 11C and 11D transplanted here
window hide
window auto

View File

@ -218,7 +218,7 @@ image d_credits_text = Composite(
label lending:
call get_ending from _call_get_ending_4
if _return == 4:
if _return == ENDING_GOLDEN:
pause 0.5
show snootgame_big with dissolve: # Renpy not allowing you to grab images from the gui folder is serious bullshit
subpixel True
@ -248,7 +248,7 @@ label lending:
pause 50
queue music 'audio/OST/amberlight brillance live end.ogg'
queue music "<silence 1.0>" loop
elif _return == 3:
elif _return == ENDING_TRADWIFE:
play music "audio/OST/Dino Destiny Reader.ogg"
pause 0.5
show c_credits_text:

View File

@ -23,26 +23,26 @@ label storyline:
call chapter_10 from _call_chapter_10
call chapter_11 from _call_chapter_11
call get_ending from _call_get_ending_5
if _return == 4:
if _return == ENDING_GOLDEN:
call chapter_11D from _call_chapter_11D
call chapter_12D from _call_chapter_12D
call chapter_12_5D from _call_chapter_12_5D
call chapter_13D from _call_chapter_13D
call chapter_14D from _call_chapter_14D
elif _return == 3:
elif _return == ENDING_TRADWIFE:
$ tradwife = True
call chapter_11C from _call_chapter_11C
call chapter_12C from _call_chapter_12C
call chapter_12_5C from _call_chapter_12_5C
call chapter_13C from _call_chapter_13C
call chapter_14C from _call_chapter_14C
elif _return == 2:
elif _return == ENDING_DOOMER:
call chapter_11B from _call_chapter_11B
call chapter_12B from _call_chapter_12B
# no chapter_13 here since the scene is different enough to the other routes for everything to go into 13C
call chapter_13B from _call_chapter_13B
call chapter_14B from _call_chapter_14B
else:
else: # ENDING_SHOOTER
call chapter_11A from _call_chapter_11A
call chapter_12A from _call_chapter_12A
call chapter_12_5D from _call_chapter_12_5D_1

View File

@ -1,5 +1,12 @@
## Utility functions for game setup, debugging etc.
init python:
# Create compile-time macros to more easily track what ending goes to what without the need for magic numbers or strings that can be mistyped
ENDING_GOLDEN = "golden"
ENDING_TRADWIFE = "tradwife"
ENDING_DOOMER = "doomer"
ENDING_SHOOTER = "shooter"
label initstats(anon=0, fang=0, trad=False):
# Sets various game-related global variables
# :param int anon: Anon's score
@ -14,10 +21,10 @@ label get_ending:
# To check what ending we're getting, call this label and then check the value of _return
# Sensible to have this logic defined in only one place for consistency
if anonscore >= 4 and fangscore >= 4 and wingStory:
return(4) # Golden
return(ENDING_GOLDEN)
elif anonscore >= 3 and fangscore <=4:
return(3) # Tradwife
return(ENDING_TRADWIFE)
elif anonscore <= 3 and fangscore >=3:
return(2) # Doomer
return(ENDING_DOOMER)
else:
return(1) # Shooter
return(ENDING_SHOOTER)