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init -1 python:

   import renpy.store as store
   import renpy.exports as renpy # we need this so Ren'Py properly handles rollback with classes
   from operator import attrgetter # we need this for sorting items
   inv_page = 0 # initial page of teh inventory screen
   item = None
   class Player(renpy.store.object):
       def __init__(self, name, max_hp=0, max_mp=0, element=None):
           self.name=name
           self.max_hp=max_hp
           self.hp=max_hp
           self.max_mp=max_mp
           self.mp=max_mp
           self.element=element
   player = Player("Derp", 100, 50)
   
   class Item(store.object):
       def __init__(self, name, player=None, hp=0, mp=0, element="", image="", cost=0):
           self.name = name
           self.player=player # which character can use this item?
           self.hp = hp # does this item restore hp?
           self.mp = mp # does this item restore mp?
           self.element=element # does this item change elemental damage?
           self.image=image # image file to use for this item
           self.cost=cost # how much does it cost in shops?
       def use(self): #here we define what should happen when we use the item
           if self.hp>0: #healing item
               player.hp = player.hp+self.hp
               if player.hp > player.max_hp: # can't heal beyond max HP
                   player.hp = player.max_hp
               inventory.drop(self) # consumable item - drop after use
           elif self.mp>0: #mp restore item
               player.mp = player.mp+self.mp
               if player.mp > player.max_mp: # can't increase MP beyond max MP
                   player.mp = player.max_mp
               inventory.drop(self) # consumable item - drop after use
           else:
               player.element=self.element #item to change elemental damage; we don't drop it, since it's not a consumable item
   class Inventory(store.object):
       def __init__(self, money=10):
           self.money = money
           self.items = []
       def add(self, item): # a simple method that adds an item; we could also add conditions here (like check if there is space in the inventory)
           self.items.append(item)
       def drop(self, item):
           self.items.remove(item)
       def buy(self, item):
           if self.money >= item.cost:
               self.items.append(item)
               self.money -= item.cost
   def item_use():
       item.use()
   #Tooltips:
   style.tips_top = Style(style.default)
   #style.title.font="gui/arial.ttf"
   style.tips_top.size=14
   style.tips_top.color="fff"
   style.tips_top.outlines=[(3, "6b7eef", 0,0)]
   style.tips_top.kerning = 5
   style.tips_bottom = Style(style.tips_top)
   style.tips_top.size=20
   style.tips_bottom.outlines=[(0, "6b7eef", 1, 1), (0, "6b7eef", 2, 2)]
   style.tips_bottom.kerning = 2
   
   style.button.background=Frame("gui/frame.png",25,25)
   style.button.yminimum=52
   style.button.xminimum=52
   style.button_text.color="000"


   showitems = True #turn True to debug the inventory
   # def display_items_overlay():
       # if showitems:
           # inventory_show = "Money:" + str(inventory.money) + " HP: " + str(player.hp) + " bullets: " + str(player.mp) + " element: " + str(player.element) + "\nInventory: "
           # for i in range(0, len(inventory.items)):
               # item_name = inventory.items[i].name
               # if i > 0:
                   # inventory_show += ", "
               # inventory_show += item_name
           
           # ui.frame()
           # ui.text(inventory_show, color="#000")
   # config.overlay_functions.append(display_items_overlay)
   
       

screen inventory_button:

   textbutton "Show Inventory" action [ Show("inventory_screen"), Hide("inventory_button")] align (.95,.04)
           

screen inventory_screen:

   add "gui/inventory.png" # the background
   modal True #prevent clicking on other stuff when inventory is shown
   #use battle_frame(char=player, position=(.97,.20)) # we show characters stats (mp, hp) on the inv. screen
   #use battle_frame(char=dog, position=(.97,.50))
   hbox align (.95,.04) spacing 20:
       textbutton "Close Inventory" action [ Hide("inventory_screen"), Show("inventory_button"), Return(None)]
   $ x = 515 # coordinates of the top left item position
   $ y = 25
   $ i = 0
   $ sorted_items = sorted(inventory.items, key=attrgetter('element'), reverse=True) # we sort the items, so non-consumable items that change elemental damage (guns) are listed first
   $ next_inv_page = inv_page + 1            
   if next_inv_page > int(len(inventory.items)/9):
       $ next_inv_page = 0
   for item in sorted_items:
       if i+1 <= (inv_page+1)*9 and i+1>inv_page*9:
           $ x += 190
           if i%3==0:
               $ y += 170
               $ x = 515
           $ pic = item.image
           $ my_tooltip = "tooltip_inventory_" + pic.replace("gui/inv_", "").replace(".png", "") # we use tooltips to describe what the item does.
           imagebutton idle pic hover pic xpos x ypos y action [Hide("gui_tooltip"), Show("inventory_button"), SetVariable("item", item), Hide("inventory_screen"), item_use] hovered [ Play ("sound", "sfx/click.wav"), Show("gui_tooltip", my_picture=my_tooltip, my_tt_ypos=693) ] unhovered [Hide("gui_tooltip")] at inv_eff
           if player.element and (player.element==item.element): #indicate the selected gun
               add "gui/selected.png" xpos x ypos y anchor(.5,.5)
       $ i += 1
       if len(inventory.items)>9:
           textbutton _("Next Page") action [SetVariable('inv_page', next_inv_page), Show("inventory_screen")] xpos .475 ypos .83

screen gui_tooltip (my_picture="", my_tt_xpos=58, my_tt_ypos=687):

   add my_picture xpos my_tt_xpos ypos my_tt_ypos

init -1:

   transform inv_eff: # too lazy to make another version of each item, we just use ATL to make hovered items super bright
       zoom 0.5 xanchor 0.5 yanchor 0.5
       on idle:
           linear 0.2 alpha 1.0
       on hover:
           linear 0.2 alpha 2.5
   image information = Text("INFORMATION", style="tips_top")
   #Tooltips-inventory:
   image tooltip_inventory_chocolate=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("Generic chocolate to heal\n40 points of health.", style="tips_bottom"))
   image tooltip_inventory_banana=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("A healthy banana full of potassium! You can also use it as ammo for your guns! O.O Recharges 20 bullets.", style="tips_bottom"))
   image tooltip_inventory_gun=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An gun that looks like something a cop would\ncarry around. Most effective on humans.", style="tips_bottom"))
   image tooltip_inventory_laser=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An energy gun that shoots photon beams.\nMost effective on aliens.", style="tips_bottom"))
   
   image sidewalk = "Sidewalk.jpg"
           
  1. The game starts here.

label start:

   python:
       player = Player("Derp", 100, 50)
       player.hp = 50
       player.mp = 10
       chocolate = Item("Chocolate", hp=40, image="gui/inv_chocolate.png")
       banana = Item("Banana", mp=20, image="gui/inv_banana.png")    
       gun = Item("Gun", element="bullets", image="gui/inv_gun.png", cost=7)
       laser = Item("Laser Gun", element="laser", image="gui/inv_laser.png")
       inventory = Inventory()
       #add items to the initial inventory:
       inventory.add(chocolate)
       inventory.add(chocolate)
       inventory.add(banana)
   scene sidewalk
   "Me" "Lalala~"
   show screen inventory_button
   "Look! An inventory button!"
   "Strange guy" "Hey! You wanna buy a gun?"
   "Me" "Okay"
   $inventory.buy(gun)
   "Me" "Nice"
   $inventory.add(laser)
   "You found a laser gun!"
   
   "The end."
   return

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