コード例 #1
0
        protected override void RunEncounter()
        {
            StandardDisplay currentDisplay = DisplayManager.GetCurrentDisplay();

            currentDisplay.OutputText(obtainText());
            currentDisplay.DoNext(() => GameEngine.UseHoursGoToBase(1));
        }
コード例 #2
0
        protected override void RunEncounter()
        {
            bool isForest = true, isLake = false;

            if (sourceLocation == typeof(Areas.Locations.Lake))
            {
                isForest = false;
                isLake   = true;
            }
            else if (sourceLocation == typeof(Areas.Locations.Desert))
            {
                isForest = false;
            }
#if DEBUG
            else if (sourceLocation != typeof(Areas.Locations.Forest) && sourceLocation != typeof(Areas.Locations.Deepwoods))
            {
                Debug.WriteLine("An unexpected area has been given a big junk text location. it will default to using the forest. if this is not ideal, implement a new text for" +
                                "this new location within the big junk encounter text function.");
            }
#endif

            StandardDisplay currentDisplay = DisplayManager.GetCurrentDisplay();
            OutputBigJunkText(currentDisplay, isForest, isLake);
            player.IncreaseLustBy(25 + Utils.Rand(player.corruption / 5));
            player.GainFatigue(5);
            currentDisplay.DoNext(() => GameEngine.UseHoursGoToBase(1));
        }
コード例 #3
0
        protected override void RunEncounter()
        {
            GameEngine.UnlockArea <Areas.Locations.Deepwoods>(out string unlockText);
            StandardDisplay currentDisplay = DisplayManager.GetCurrentDisplay();

            currentDisplay.OutputText(unlockText);
            currentDisplay.DoNext(() => GameEngine.UseHoursGoToBase(2));
        }
コード例 #4
0
            protected override DisplayBase AsFullPageScene(bool currentlyIdling, bool hasIdleHours)
            {
                StandardDisplay display = new StandardDisplay();
                var             tf      = new DryadTFs();

                display.OutputText(tf.DoTransformation(target, out bool isBadEnd));
                //silently ignore the bad end. if it happens that feels like some next level bullshit, so...
                display.DoNext(GameEngine.ResumeExection);
                return(display);
            }
コード例 #5
0
 public static void StartTheGame(PlayerBase player)
 {
     GameEngine.InitializeGame(player, FirstExplorationPage);
     GameEngine.InitializeOrJumpTime(0, 11);
     currentDisplay.ClearOutput();
     ShowStats();
     //if (flags[kFLAGS.GRIMDARK_MODE] > 0)
     //{
     //currentDisplay.OutputText("You are prepared for what is to come. Most of the last year has been spent honing your body and mind to prepare for the challenges ahead. You are the Champion of Ingnam. The one who will journey to the demon realm and guarantee the safety of your friends and family, even though you'll never see them again. You wipe away a tear as you enter the courtyard and see Elder... Wait a minute...\n\n");
     //currentDisplay.OutputText("Something is not right. Elder Nomur is already dead. Ingnam has been mysteriously pulled into the demon realm and the surroundings look much worse than you've expected. A ruined portal frame stands in the courtyard, obviously no longer functional and instead serves as a grim reminder on the now-ceased tradition of annual sacrifice of Champions. Wooden palisades surround the town of Ingnam and outside the walls, spears are set out and angled as a mean to make the defenses more intimidating. As if that wasn't enough, some of the spears have demonic skulls impaled on them.");
     //	flags[kFLAGS.IN_INGNAM] = 1;
     //	doNext(creatorMenu);
     //	return;
     //}
     currentDisplay.OutputImage("camp-arrival");
     currentDisplay.OutputText(NewGameHelperText.ArrivalPartOne());
     GameEngine.currentlyControlledCharacter.IncreaseLust(15);
     currentDisplay.DoNext(ArrivalPartTwo);
 }