Added some fixes to tutorial world.
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3 changed files with 7 additions and 4 deletions
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@ -681,7 +681,7 @@ hole
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lichen it seems very sturdy. In a corner lies what might have once
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lichen it seems very sturdy. In a corner lies what might have once
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been a bed or a bench but is now nothing more than a pile or rotting
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been a bed or a bench but is now nothing more than a pile or rotting
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splinters. One of the walls are covered with a thick cover of black
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splinters. One of the walls are covered with a thick cover of black
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roots where they has broken through the cracks.{n
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roots where they have broken through the cracks.{n
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#
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#
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@create/drop iron-cast door;iron;door;iron-cast
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@create/drop iron-cast door;iron;door;iron-cast
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#
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#
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@ -336,7 +336,7 @@ class LightSource(TutorialObject):
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super(LightSource, self).at_object_creation()
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super(LightSource, self).at_object_creation()
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self.db.tutorial_info = "This object can be turned on off and has a timed script controlling it."
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self.db.tutorial_info = "This object can be turned on off and has a timed script controlling it."
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self.db.is_active = False
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self.db.is_active = False
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self.db.burntime = 60 # 1 minute
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self.db.burntime = 60*3 # 3 minutes
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self.db.desc = "A splinter of wood with remnants of resin on it, enough for burning."
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self.db.desc = "A splinter of wood with remnants of resin on it, enough for burning."
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# add commands
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# add commands
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self.cmdset.add_default(CmdSetLightSource, permanent=True)
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self.cmdset.add_default(CmdSetLightSource, permanent=True)
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@ -206,7 +206,7 @@ class CmdDarkHelp(Command):
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# the nomatch system command will give a suitable error when we cannot find the normal commands.
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# the nomatch system command will give a suitable error when we cannot find the normal commands.
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from src.commands.default.syscommands import CMD_NOMATCH
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from src.commands.default.syscommands import CMD_NOMATCH
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from src.commands.default.general import CmdSay
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class CmdDarkNoMatch(Command):
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class CmdDarkNoMatch(Command):
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"This is called when there is no match"
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"This is called when there is no match"
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key = CMD_NOMATCH
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key = CMD_NOMATCH
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@ -225,7 +225,7 @@ class DarkCmdSet(CmdSet):
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self.add(CmdLookDark())
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self.add(CmdLookDark())
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self.add(CmdDarkHelp())
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self.add(CmdDarkHelp())
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self.add(CmdDarkNoMatch())
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self.add(CmdDarkNoMatch())
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self.add(CmdSay)
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#
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#
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# Darkness room two-state system
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# Darkness room two-state system
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#
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#
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@ -483,6 +483,9 @@ class CmdLookBridge(Command):
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"Under your feet a plank comes loose, tumbling down. For a moment you dangle over the abyss ...",
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"Under your feet a plank comes loose, tumbling down. For a moment you dangle over the abyss ...",
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"The section of rope you hold onto crumble in your hands, parts of it breaking apart. You sway trying to regain balance.")
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"The section of rope you hold onto crumble in your hands, parts of it breaking apart. You sway trying to regain balance.")
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message = "{c%s{n\n" % self.obj.key + messages[bridge_position] + "\n" + moods[random.randint(0, len(moods) - 1)]
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message = "{c%s{n\n" % self.obj.key + messages[bridge_position] + "\n" + moods[random.randint(0, len(moods) - 1)]
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chars = [obj for obj in self.obj.contents if obj.has_player]
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message += "\n You see: %s" % ", ".join("{c%s{n" % char.key for char in chars)
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self.caller.msg(message)
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self.caller.msg(message)
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# there is a chance that we fall if we are on the western or central part of the bridge.
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# there is a chance that we fall if we are on the western or central part of the bridge.
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