-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathproject_gambit_inweb.py
1301 lines (1251 loc) · 57.5 KB
/
project_gambit_inweb.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
import random
import os
import sys
import time
# Standard per-character text printing.
def talk(phrase):
i = 0
while i < len(phrase):
print(phrase[i], end='')
sys.stdout.flush()
time.sleep(0.03)
i += 1
print()
# Asks for input, checks expected responses,
# either returns if correct, re-prompts the player if not.
def ask(responses, phrase):
talk(phrase)
reduct1 = input("\t")
reduct2 = str(reduct1)
answer = reduct2.lower()
if responses == (''):
while answer == '' or answer == ' ':
if answer == '' or answer == ' ':
talk("Didn't hear you, stranger!")
talk(phrase)
reduct1 = input("\t")
reduct2 = str(reduct1)
answer = reduct2.lower()
else:
break
answer = answer.upper()
else:
while answer not in responses:
talk("I don't recognize that answer.")
talk(phrase)
reduct1 = input("\t")
reduct2 = str(reduct1)
answer = reduct2.lower()
print()
return answer
# A stat created for a little bit of session personalization.
def magic():
try:
userName = os.getlogin()
fun = len(userName) + random.randint(0, 6)
except FileNotFoundError:
fun = random.randint(0, 12)
if fun > 18:
fun == random.randint(0, 18)
return fun
# Creates the narrator's name.
def nameGen(fun):
part1 = []
if fun == 1:
part1 = 'st'
elif fun == 2:
part1 = 'nd'
elif fun == 3:
part1 = 'rd'
else:
part1 = 'th'
funnyList1 = str(fun) + part1
funnyList2 = ['Ceres', 'Pallas', 'Juno', 'Vesta', 'Chiron', 'Ophiuchus',
'Sol', 'Mercurius', 'Venus', 'Lua', 'Terra', 'Mars',
'Veil', 'Deimos', 'Sedna', 'Eris', 'Void', 'Europa',
'Phobos', 'Uranus', 'Neptune', 'Jupiter', 'Saturn', 'Pluto']
narrator = " ".join([funnyList1, funnyList2[fun]])
return narrator
# A mechanic unique to the default item.
def luckyDice(fate):
dice1 = random.randint(1, 6)
dice2 = random.randint(1, 6)
fate = (dice1 + dice2)
kismet = random.randint(0, 18)
if kismet > 12:
fate = 18
talk(str(dice1) + " and " + str(dice2) +
" which results in ")
talk(str(fate) +
"! ... How strange, you had one extra "
"stone for a fleeting moment.")
return fate
else:
talk(str(dice1) + " and " + str(dice2) +
" which results in " + str(fate) + "!")
return fate
# Checks your current items to see if you have what's being asked for.
def itemUse(fate, action, items):
def failAction():
talk(f"Ah, seems you don't have that!")
if action == 0:
if 'Lucky Dice' in items:
results = luckyDice(fate)
return results
else:
failAction()
if action == 1:
if 'Molten Adamant' in items:
return True
else:
failAction()
if action == 2:
if 'Coral Wreath' in items:
return True
else:
failAction()
if action == 3:
if 'Dirty Ampoule' in items:
return True
else:
failAction()
if action == 4:
if 'Stellated Sash' in items:
return True
else:
failAction()
if action == 5:
if 'Bifurcated Pupil' in items:
return True
else:
failAction()
if action == 6:
if 'Cellular Atrophy' in items:
return True
else:
failAction()
# A very bare-bones battle system.
# Literally just checks to see if you have the right item.
def enemyEncounter(environment, fun, fate, items, itemsBank, blows):
enemyList = ('Zukurou', 'Gaulem', 'Leviathan',
'Malboro', 'Asura', 'Oxonumo', 'Melon Bread')
currentEnemy = enemyList[environment]
weakTo = itemsBank[environment + 1]
if currentEnemy == 'Zukurou':
weakTo = itemsBank[0]
elif currentEnemy == 'Oxonumo':
weakTo = itemsBank[1]
elif currentEnemy == 'Melon Bread':
weakTo = itemsBank[6]
criticalDestroyText = ['Your Lucky Dice spark to life '
'and leap from your flourishing '
'throw like glimmering comets '
'across shredding the dark into dust.',
'Your Coral Wreath exudes ghostly '
'tides of seawater that lash in'
'terrifying arcs like writhing '
'razorblades.',
'You jam the Dirty Ampoule into '
'the beast with a grisly crack. '
'The poison takes faster than the '
'trauma.',
'The herculean Stellated Sash wraps '
'your arms with divine power '
'that demands impure tribute.',
'The very touch of your Cellular Atrophy '
'makes them crumble. '
'There are no openings when your whole '
'body is a curse.',
'The Molten Adamant wraps you in an '
'impenetrable wall of boiling '
'air, no infection can outlast this fever '
'temp.',
'The Bifurcated Eye causes them to warp '
'into an unnatural shape. '
'You don\'t want to know why this works.']
if weakTo in items:
talk(f"You sense you have the upper hand.")
talk(f"{criticalDestroyText[environment]}")
return 0
else:
talk("Bad move. You came unprepared.")
if 'Lucky Dice' in items:
talk("[LUCKY DICE]")
talk("But...")
talk("There's still a chance.\n")
talk("Taking the Lucky Dice into your hands, "
"you cup them between your palms, "
"then blow for luck.")
input("Press ENTER and hope for a 12 or higher.")
results = itemUse(fate, 0, items)
if results >= 12:
talk(f"Nice save.")
return 0
elif results < 12 and results > 6:
talk(f"Damn. Still a saving throw.")
return 1
else:
talk(f"Ouch. That didn't go so well.")
blows += 1
return 1
else:
blows += 1
return 1
# Everything in this section is an environment to explore.
def enterNexus(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows):
environment = 0
alive = 1
quest = 1
talk("A comforting nothingness breezes through "
"the dark hollow of this vast error.")
while quest == 1:
talk("The wind whistles past the "
"frames of the enigmatic doors that stand "
"free from walls.")
talk("There are three paths to take. LEFT, "
"FORWARD, and RIGHT. You can also just RUN.")
answer = ask(('left', 'right', 'forward',
'run'), f"Where will you go?\n")
if answer == 'left':
talk("You turn to face the two left doors.")
talk("There's a tingling at the back of your "
"neck.")
talk("You can't remember why you're here.")
talk("There are two paths to take. LEFT or "
"RIGHT. You can also just RUN.")
answer1 = ask(('left', 'right', 'run'),
"Where will you go?")
if answer1 == 'left':
talk("Peering behind the leftmost door, "
"you sense something might have been "
"here previously.")
talk("The Lucky Dice seem to shiver in "
"your pocket.")
talk("You definitely feel lucky.\t")
talk("\t[Your devilish charm heals you by 1.]\t")
blows -= 1
elif answer1 == 'right':
talk("Peering behind the door slightly to "
"the left, you sense an ominous pair "
"of eyes.")
talk("The Nexus has many things in it. You "
"have a brief double-take, and it is "
"no longer there.")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'forward':
talk("You move into the center of the Nexus.")
talk("Something about being surrounded by "
"the doors makes you feel dizzy.")
talk("There are three paths to take. LEFT, "
"FORWARD, and RIGHT, where will you go?")
answer2 = ask(('left', 'right', 'forward',
'run'), f"Enter LEFT, FORWARD, "
"RIGHT, or RUN.\n")
if answer2 == 'left':
talk("You check behind the middle-left "
"door.")
talk("A strange voice speaks, but you "
"can't understand it.")
talk("You try to listen more closely, "
"but now there is only silence.")
elif answer2 == 'forward':
talk("You stand in front of the two "
"middle doors and look forward.")
if alive == 1:
talk("There is only void out there. "
"Do you want to try to explore "
"it anyway?")
answer2 = ask(('forward', 'run'),
"Enter FORWARD, or "
"RUN.\n")
if answer2 == 'forward':
talk("You run as far as your legs "
"can take you.")
talk("You no longer see the doors. "
"Just a swirling black "
"infinity in all directions.")
talk("You stare long into the "
"black. Perhaps your mind "
"deceives you, but the corners "
"of your vision begin to fold "
"inward.")
talk("Great wings stretching beyond "
"the horizon, beyond what is "
"possible, reveal themselves.\n")
talk("\tZukurou is upon you.\n")
alive = enemyEncounter(environment, fun,
fate, items, itemsBank,
blows)
if alive == 0:
defeats += 1
talk("You have defeated a "
"tremendous threat.\n")
progressCheck(limit, name, narrator,
context, environment, fun,
fate, worldList, possible,
doors, items, itemsBank,
defeats, blows)
else:
blows += 1
if blows < 6:
talk("You escape with your "
"life.\n")
progressCheck(limit, name, narrator,
context, environment, fun,
fate, worldList, possible,
doors, items, itemsBank,
defeats, blows)
elif answer2 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
talk("The emptiness of infinite space "
"seems somehow darker.")
talk("You can feel the deafening void "
"within your skull.")
elif answer2 == 'right':
talk("You check behind the middle-right "
"door.")
talk("An empty-faced man is directly in "
"front of you.")
talk("This startles you so intensely "
"that you blink and fall backwards.")
talk("There's nothing there when you "
"look again. Maybe you're getting "
"paranoid.")
elif answer2 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList, possible,
doors, items, itemsBank, defeats, blows)
elif answer == 'right':
talk("You turn to the two rightmost doors.")
talk("You wonder who even made these things.")
talk("Maybe that's not a question you "
"should bother with right now.")
talk("There are two paths to take. "
"LEFT or RIGHT. You can also just RUN.")
answer3 = ask(('left', 'right', 'run'),
"Where will you go?\n")
if answer3 == 'left':
talk("You peer behind the first right door.")
talk("Oh wow! It's a bag of tasty chips!")
talk("You open them immediately. "
"There's only air inside.")
talk("[The hunger harms you by 1.]")
blows += 1
elif answer3 == 'right':
talk("You sneak behind the second right "
"door.")
talk("You put both hands around the "
"frames of the door and try to lift.")
talk("It doesn't budge. It's sturdier "
"than cement. But you feel better "
"having tried.")
elif answer3 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
talk(f"There is nothing else to do here.")
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
def enterKiln(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows):
environment = 1
alive = 1
quest = 1
talk("Blistering heat billows from the door as "
"you open it.")
while quest == 1:
talk("Glassy hollows of heat-blasted onyx "
"surround a massive pit bursting with fire.")
talk("There are two paths to take. LEFT "
"and RIGHT. You can also just RUN.")
answer = ask(('left', 'right', 'run'),
"Where will you go?\n")
if answer == 'left':
talk("A glowing bud can be seen amid the "
"dark, smooth stone.")
talk("There are two paths to take. "
"LEFT or RIGHT, where will you go?\n")
answer1 = ask(('left', 'right', 'run'),
"Where will you go?\n")
if answer1 == 'left':
if 'Molten Adamant' in items:
talk(f"There's nothing here.")
else:
talk("Wedging the glimmering "
"shard free from between the "
"sharp crevices, you find the "
"Molten Adamant.")
items.append('Molten Adamant')
talk("\t[The Molten Adamant is now "
"in your items!]\n")
elif answer1 == 'right':
talk("A single mottlebloom flower "
"survives the blistering heat.")
talk("You are inspired, your wounds "
"ache slightly less.")
talk("\t[You are healed by 1.]\t")
blows -= 1
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'right':
talk("Fiberglass wafting from the maw "
"of the Kiln's ceaseless discharge "
"threatens to make you choke.")
talk(f"There are two paths to take. LEFT "
"and RIGHT. You can also just RUN.")
answer2 = ask(('left', 'right', 'run'),
"Where will you go?\n")
answer2.lower()
if answer2 == 'left':
if alive == 1:
talk("Burgeoning flame pours "
"from the hollow sockets "
"where eyes should be.\n")
talk("\tTowering over the melted "
"boulders, the Gaulem marches "
"towards you.\n")
alive = enemyEncounter(environment, fun,
fate, items, itemsBank,
blows)
if alive == 0:
defeats += 1
talk("You have defeated a "
"tremendous threat.\n")
progressCheck(limit, name, narrator,
context, environment, fun, fate,
worldList, possible, doors,
items, itemsBank, defeats, blows)
else:
blows += 1
if blows < 6:
talk("You escape with your "
"life.\n")
progressCheck(limit, name, narrator,
context, environment, fun,
fate, worldList, possible,
doors, items, itemsBank,
defeats, blows)
else:
talk("Stone-hewn footsteps are all "
"that remain of the pyroclastic Gaulem.")
talk(f"No more threat remains here.")
elif answer2 == 'right':
talk("Acrid plumes of smoke from the "
"roiling magma below stains your "
"skin with ash.")
talk("Better to look elsewhere.")
elif answer2 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList, possible,
doors, items, itemsBank, defeats, blows)
talk("There is nothing else to do here.")
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
def enterCove(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows):
environment = 2
alive = 1
quest = 1
talk("Still though the air is, the humidity"
" carries a chill that makes your hair stand on end.")
while quest == 1:
talk("Dim blue light lapses upward from "
"hauntingly beautiful pools of water, "
"illuminating the time-eroded slants of "
"this cavern.")
talk("There are two paths to take. "
"FORWARD and RIGHT. You can also just RUN.")
answer = ask(('forward', 'right', 'run'),
"Where will you go?\n")
if answer == 'forward':
talk("You approach the lip of the largest "
"reservoir before you.")
talk("The drop is too steep, and the "
"surface too far for you to simply reach in.")
if 'Coral Wreath' not in items:
talk("However, something is "
"calling to you.")
talk("This is as far as you can go. "
"You can try FORWARD. You can also just RUN.")
answer1 = ask(('forward', 'run'),
"Where will you go?\n")
if answer1 == 'forward':
if 'Coral Wreath' in items:
talk("There's nothing here.")
else:
talk("You lay flat against the "
"cold, damp stone beneath, inching "
"forward to hang your arm over the "
"cliff.")
talk("The sight of the drop below makes "
"you hesitate, but your fingers outstretch "
"towards this mysterious feeling.")
talk("The pool ripples beneath your palm. "
"A crown of pale stone rises and grasps "
"at your hand with ghostly tendrils of "
"water.\n")
items.append('Coral Wreath')
talk("\t[The Coral Wreath is now in your items!]\n")
elif answer1 == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
elif answer == 'right':
talk("You zig around the first curve between the "
"scattered ponds.")
talk("One of your steps slip against the base of a "
"stalagmite, nearly making you lose your footing.")
talk("Dripping can be heard in every direction from "
"here. It bounces contrary to your heartbeat.")
if (doors < 6) and 'Dirty Ampoule' not in items:
talk("Something is off. The world feels tilted rightward.")
talk("There are two paths to take. FORWARD and "
"RIGHT. You can also just RUN.")
answer2 = ask(('forward', 'right', 'run'),
"Where will you go?\n")
if answer2 == 'forward':
if alive == 1:
talk("The path narrows to a crevice. "
"You hear your breath eerily close now.")
talk("Darkness closes in on you with its "
"salt-encrusted teeth.")
talk("You can only go FORWARD or RUN.")
answer2 = ask(('forward', 'run'),
"Where will you go?\n")
if answer2 == 'forward':
talk("You turn to your side and "
"shimmy as the limestone squeezes "
"you like a vice.")
talk("There is a pulsing glow at the "
"end of the narrow corridor. It feels "
"tantalizingly safe.")
talk("You stumble and cough as you wrest "
"yourself free from the cavernous "
"stranglehold.")
talk("Your eyes adjust to the only "
"source of light.\n")
talk("\tTeeth.\n")
talk("\tSo very.")
talk("\tMany.")
talk("\tSpindly.")
talk("\tTeeth.\n")
talk("\tYou are in the Leviathan's den.\n")
alive = alive = enemyEncounter(environment,
fun, fate, items,
itemsBank, blows)
if alive == 0:
defeats += 1
talk("You have defeated a "
"tremendous threat.\n")
progressCheck(limit, name, narrator,
context, environment, fun,
fate, worldList, possible,
doors, items, itemsBank,
defeats, blows)
else:
blows += 1
if blows < 6:
talk("You escape with your life.\n")
progressCheck(limit, name, narrator,
context, environment, fun,
fate, worldList, possible,
doors, items, itemsBank,
defeats, blows)
elif answer2 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
talk("Peering through the passage, the "
"Leviathan is little more than a "
"rotted pile.")
talk("Even the bones have corroded, yet"
"somehow only the glow of its lure "
"remains.")
elif answer2 == 'right':
if 'Dirty Ampoule' not in items:
talk("You sense that the universe is smaller "
"than it should be.")
talk("Scavenging through the dark, you notice "
"a glint of swirling, menacing green.\n")
items.append('Dirty Ampoule')
talk("\t[The Dirty Ampoule is now in your items.]\n")
else:
talk("Stalagtites join the crowd of mineralized "
"hazards lining the echoing interior.")
talk("You snag against one of their points, "
"then trip and slice a nasty gash in your "
"leg against another.")
talk("\t[You bandage yourself, but not before "
"you are harmed by 1.]\n")
blows += 1
elif answer2 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
talk("There is nothing else to do here.")
navigation(limit, name, narrator, context, environment, fun, fate,
worldList, possible, doors, items, itemsBank, defeats, blows)
"""
def enterLab(limit, name, narrator, context, environment, fun, fate,
worldList, possible, doors, items, itemsBank, defeats, blows):
environment = 3
alive = 0
quest = 0
while quest == 1:
talk(f"A comforting nothingness breezes through the "
"dark hollow of this vast error.")
talk(f"The wind makes only noise against the frames "
"of the enigmatic doors that stand free of walls.")
talk(f"There are two paths to take. LEFT and RIGHT, "
"where will you go?")
answer = ask(('left', 'right', 'run'), f"What path "
"will you take?"
"\n You can also "
"just RUN.")
answer.lower()
if answer == 'left':
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer1 = ask(('left', 'right', 'run'), f"Where "
"will you "
"go?\n")
answer1.lower()
if answer1 == 'left':
talk(f"Vascillating green liquid sloshes "
"within a medically sealed syringe.")
items.append('Dirty Ampoule')
talk(f"The Dirty Ampoule is now in your items!")
elif answer1 == 'right':
talk(f"")
talk(f"")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'right':
talk(f"")
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer2 = ask(('left', 'right', 'run'),
f"Where will you go?\n")
answer2.lower()
if answer2 == 'left':
if alive == 1:
talk(f"")
talk(f"")
alive = alive = enemyEncounter(environment, fun,
fate, items, itemsBank,
blows)
if alive == 0:
defeats += 1
talk(f"You have defeated a tremendous "
"threat.")
progressCheck(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
blows += 1
if blows < 6:
talk(f"You escape with your life.")
progressCheck(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
talk(f"The emptiness of infinite space seems "
"somehow darker.")
talk(f"You can feel the deafening void within "
"your skull.")
elif answer2 == 'right':
talk(f"")
talk(f"")
blows -= 1
elif answer2 == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
elif answer == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
talk(f"There is nothing else to do here.")
navigation(limit, name, narrator, context, environment, fun,
fate, worldList, possible, doors, items, itemsBank,
defeats, blows)
def enterTelos(limit, name, narrator, context, environment, fun,
fate, worldList, possible, doors, items, itemsBank,
defeats, blows):
environment = 4
alive = 0
quest = 0
while quest == 1:
talk(f"A comforting nothingness breezes through the "
"dark hollow of this vast error.")
talk(f"The wind makes only noise against the frames "
"of the enigmatic doors that stand free of walls.")
talk(f"There are two paths to take. LEFT and RIGHT, "
"where will you go?")
answer = ask(('left', 'right', 'run'), f"What path "
"will you take?\n"
"You can also just "
"RUN.")
answer.lower()
if answer == 'left':
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer1 = ask(('left', 'right', 'run'), f"Where "
"will you go?"
"\n")
answer1.lower()
if answer1 == 'left':
talk(f"A silken scarf floats down upon "
"your shoulders, as if destined to.")
talk(f"Holding it, it wraps around your arm "
"as if of its own mind, imbuing you with "
"inhuman strength.")
items.append('Stellated Sash')
talk(f"The Stellated Sash is now in your items!")
elif answer1 == 'right':
talk(f"")
talk(f"")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'right':
talk(f"")
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer2 = ask(('left', 'right', 'run'),
f"Where will you go?\n")
answer2.lower()
if answer2 == 'left':
if alive == 1:
talk(f"")
talk(f"")
alive = alive = enemyEncounter(environment, fun,
fate, items, itemsBank,
blows)
if alive == 0:
defeats += 1
talk(f"You have defeated a tremendous "
"threat.")
progressCheck(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
blows += 1
if blows < 6:
talk(f"You escape with your life.")
progressCheck(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
talk(f"The emptiness of infinite space seems "
"somehow darker.")
talk(f"You can feel the deafening void within "
"your skull.")
elif answer2 == 'right':
talk(f"")
talk(f"")
blows -= 1
elif answer2 == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
elif answer == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
talk(f"There is nothing else to do here.")
navigation(limit, name, narrator, context, environment, fun,
fate, worldList, possible, doors, items, itemsBank,
defeats, blows)
def enterWound(limit, name, narrator, context, environment, fun,
fate, worldList, possible, doors, items, itemsBank,
defeats, blows):
environment = 5
alive = 0
quest = 0
while quest == 1:
talk(f"A comforting nothingness breezes through the "
"dark hollow of this vast error.")
talk(f"The wind makes only noise against the frames "
"of the enigmatic doors that stand free of walls.")
talk(f"There are two paths to take. LEFT and RIGHT, "
"where will you go?")
answer = ask(('left', 'right', 'run'), f"What path "
"will you take?"
"\n You can also "
"just RUN.")
answer.lower()
if answer == 'left':
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer1 = ask(('left', 'right', 'run'), f"Where "
"will you go?"
"\n")
answer1.lower()
if answer1 == 'left':
talk(f"A swirling cloud of unnerving orange "
"dots envelop you.")
talk(f"You struggle to breathe as you feel "
"your body punctured in a thousand places.")
talk(f"When you open your eyes, the cloud "
"has vanished, and you seem unharmed...")
talk(f"Save for the unsettling flitters "
"swimming through your veins.")
items.append('Cellular Atrophy')
talk(f"You have Cellular Atrophy. "
"Hopefully this journey will not last "
"much longer.")
elif answer1 == 'right':
talk(f"")
talk(f"")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList, possible,
doors, items, itemsBank, defeats, blows)
elif answer1 == 'right':
talk(f"")
talk(f"")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'right':
talk(f"")
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer2 = ask(('left', 'right', 'run'),
f"Where will you go?\n")
answer2.lower()
if answer2 == 'left':
if alive == 1:
talk(f"")
talk(f"")
alive = alive = enemyEncounter(environment, fun,
fate, items, itemsBank,
blows)
if alive == 0:
defeats += 1
talk(f"You have defeated a tremendous "
"threat.")
progressCheck(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
blows += 1
if blows < 6:
talk(f"You escape with your life.")
progressCheck(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
else:
talk(f"The emptiness of infinite space seems "
"somehow darker.")
talk(f"You can feel the deafening void within "
"your skull.")
elif answer2 == 'right':
talk(f"")
talk(f"")
blows -= 1
elif answer2 == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
elif answer == 'run':
navigation(limit, name, narrator, context, environment,
fun, fate, worldList, possible, doors, items,
itemsBank, defeats, blows)
talk(f"There is nothing else to do here.")
navigation(limit, name, narrator, context, environment, fun,
fate, worldList, possible, doors, items, itemsBank,
defeats, blows)
def enterSeam(limit, name, narrator, context, environment, fun,
fate, worldList, possible, doors, items, itemsBank,
defeats, blows):
environment = 6
alive = 0
quest = 0
while quest == 1:
talk(f"A comforting nothingness breezes through the "
"dark hollow of this vast error.")
talk(f"The wind makes only noise against the frames "
"of the enigmatic doors that stand free of walls.")
talk(f"There are two paths to take. LEFT and RIGHT, "
"where will you go?")
answer = ask(('left', 'right', 'run'), f"What path "
"will you take?"
"\n You can also "
"just RUN.")
answer.lower()
if answer == 'left':
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer1 = ask(('left', 'right', 'run'), f"Where "
"will you go?"
"\n")
answer1.lower()
if answer1 == 'left':
talk(f"Something stirs in your pocket that "
"wasn't there before.")
talk(f"Grasping it, the warmth in your palm "
"twitches erratically.")
talk(f"It stares at you, twice, with only "
"one gaze.")
items.append('Bifurcated Eye')
talk(f"The Bifurcated Eye is now in your "
"inventory.")
elif answer1 == 'right':
talk(f"")
talk(f"")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer1 == 'right':
talk(f"")
talk(f"")
elif answer1 == 'run':
navigation(limit, name, narrator, context,
environment, fun, fate, worldList,
possible, doors, items, itemsBank,
defeats, blows)
elif answer == 'right':
talk(f"")
talk(f"")
talk(f"There are two paths to take. LEFT and RIGHT. "
"You can also just RUN.")
answer2 = ask(('left', 'right', 'run'),