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featheredmelody committed 3e46209

# 3/29/09 - v0.2.2 Beta
- Changed startle so final frame is placed with unit on the ground
- Moved the rendering of the team circles to its own function
- Changed Kodama Lord's spell to leaf crystal
- Changed around some dialog in CH1ST2

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  • Parent commits bc3246a
  • Tags v0.2.2 beta

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Files changed (8)

Story of a Lost Sky/changelog.txt

+# 3/29/09 - v0.2.2 Beta
+- Changed startle so final frame is placed with unit on the ground
+- Moved the rendering of the team circles to its own function
+- Changed Kodama Lord's spell to leaf crystal
+- Changed around some dialog in CH1ST2
+
 # 3/28/09
 - Added option to enable/disable music
 - [Bugfix] Automatically associates loaded unit with worldmap if not among default starting party

Story of a Lost Sky/char.py

     def render(self):
 
         x,y = self.location_pixel
-        if self.chartype == 'boss':
-            self.map.engine.surface.blit(self.map.engine.team_panels, ((x,y)-self.map.screen_shift*self.map.engine.tilesize),(70,0,35,35))
-        elif self.team == 1:
-            self.map.engine.surface.blit(self.map.engine.team_panels, ((x,y)-self.map.screen_shift*self.map.engine.tilesize),(0,0,35,35))
-        elif self.team == 2:
-            self.map.engine.surface.blit(self.map.engine.team_panels, ((x,y)-self.map.screen_shift*self.map.engine.tilesize),(35,0,35,35))
-            
+        self.render_team_circle()
+        
         # Draws the normal sprite if the turn is not over.
         if self.turnend == False or self.map.currentplayer != self.team :
             self.map.engine.surface.blit(self.image, ((x,y)-self.map.screen_shift*self.map.engine.tilesize),(0,0,35,35))
             elif self.spirit_stats == "high":
                 self.map.engine.surface.blit(self.map.engine.status_spirit, (x+17,y)-self.map.screen_shift*self.map.engine.tilesize,(18,0,18,18))
     
+    
+    ############################################
+    # Function name: render_team_circle
+    # Purpose: Has a character jump up twice in a startled position
+    ############################################
+    def render_team_circle(self):
+        if self.chartype == 'boss':
+            self.map.engine.surface.blit(self.map.engine.team_panels, ((self.location_pixel.x,self.location_pixel.y)-self.map.screen_shift*self.map.engine.tilesize),(70,0,35,35))
+        elif self.team == 1:
+            self.map.engine.surface.blit(self.map.engine.team_panels, ((self.location_pixel.x,self.location_pixel.y)-self.map.screen_shift*self.map.engine.tilesize),(0,0,35,35))
+        elif self.team == 2:
+            self.map.engine.surface.blit(self.map.engine.team_panels, ((self.location_pixel.x,self.location_pixel.y)-self.map.screen_shift*self.map.engine.tilesize),(35,0,35,35))
             
     ############################################
     # Function name: render_startle
                         
                 self.map.render_background()
                 self.map.render_all_units(self)
-                 
 
-                if self.chartype == 'boss':
-                    self.map.engine.surface.blit(self.map.engine.team_panels, ((self.location_pixel.x,self.location_pixel.y)-self.map.screen_shift*self.map.engine.tilesize),(70,0,35,35))
-                elif self.team == 1:
-                    self.map.engine.surface.blit(self.map.engine.team_panels, ((self.location_pixel.x,self.location_pixel.y)-self.map.screen_shift*self.map.engine.tilesize),(0,0,35,35))
-                elif self.team == 2:
-                    self.map.engine.surface.blit(self.map.engine.team_panels, ((self.location_pixel.x,self.location_pixel.y)-self.map.screen_shift*self.map.engine.tilesize),(35,0,35,35))
-                 
-                #pygame.draw.ellipse(self.map.engine.surface, self.team_color, (((self.location_pixel.x,self.location_pixel.y+20)-self.map.screen_shift*self.map.engine.tilesize),(35,15)))
+                self.render_team_circle()
                 self.map.engine.surface.blit(self.image, ((self.location_pixel.x,self.location_pixel.y-2*t)-self.map.screen_shift*self.map.engine.tilesize),(0,0,35,35))
                 self.map.render_cursor()
                 self.map.engine.surface.blit(self.map.engine.menu_board,(0,490))
                 
                 pygame.display.flip()
                 self.map.engine.clock.tick(30)
+
+        
+        self.map.render_background()
+        self.map.render_all_units()
+        self.map.render_cursor()
+        self.map.engine.surface.blit(self.map.engine.menu_board,(0,490))
+        self.plot_stats()
+        
+        pygame.display.flip()
+        self.map.engine.clock.tick(30)
+        
             
     ############################################
     # Function name: render_walk
                 self.map.render_background()
                 self.map.render_all_units(self)
                 
-
                 if self.chartype == 'boss':
                     self.map.engine.surface.blit(self.map.engine.team_panels, ((current_pos.x,current_pos.y)-self.map.screen_shift*self.map.engine.tilesize),(70,0,35,35))
                 elif self.team == 1:
                 elif self.team == 2:
                     self.map.engine.surface.blit(self.map.engine.team_panels, ((current_pos.x,current_pos.y)-self.map.screen_shift*self.map.engine.tilesize),(35,0,35,35))
                                  
-                #pygame.draw.ellipse(self.map.engine.surface, self.team_color, (((current_pos.x,current_pos.y+20)-self.map.screen_shift*self.map.engine.tilesize),(35,15)))
                 
                 self.map.engine.surface.blit(self.image, ((current_pos.x,current_pos.y)-self.map.screen_shift*self.map.engine.tilesize),(0,0,35,35))
                 self.map.render_cursor()

Story of a Lost Sky/data/XML/Missions/CH1ST1.xml

                 <speaker>Ran</speaker>
             </sub_action>
             
+            <sub_action name="center_on">
+                <unit>Fuzzball A</unit>
+            </sub_action>
+            
+            <sub_action name="startle">
+                <unit>Fuzzball A</unit>
+            </sub_action>
+            <sub_action name="pause">
+                <time>0.5</time>
+            </sub_action>
+            
             <!--Scripted battle. Specify all inputs-->
             <sub_action name="script_battle">
                  <lhs_unit>Ran</lhs_unit>

Story of a Lost Sky/data/XML/Missions/CH1ST2.xml

             <assign_spell name="Fairy E">Fireball</assign_spell>
             <assign_spell name="Fairy F">Holy Amulet</assign_spell>
             
-            <assign_spell name="Kodama Lord">Holy Amulet</assign_spell>
+            <assign_spell name="Kodama Lord">Leaf Crystal</assign_spell>
             
             <assign_spell name="Fuzzball A">Dagger Throw</assign_spell>
             <assign_spell name="Fuzzball B">Holy Amulet</assign_spell>
             
 			<start_point name="Fairy E">(22,13)</start_point>
 			<start_point name="Fairy F">(22,15)</start_point>
-			<start_point name="Kodama Lord">(23,14)</start_point>
+			<start_point name="Kodama Lord">(25,14)</start_point>
 		
 			<start_point name="Marisa">(31,30)</start_point>
             
             
             <!--Move Marisa in-->
             <sub_action name="say">
+                <line>That was close!</line>
+                <speaker>Ran</speaker>
+            </sub_action>
+            <sub_action name="say">
                 <line>I don't see our masters anywhere.</line>
                 <speaker>Chen</speaker>
             </sub_action>
                 <destination>(5,31)</destination>
             </sub_action>
             
+            <sub_action name="play_music">
+                <song>battle01</song>
+			</sub_action>
+            
             <sub_action name="say">
                 <line>Out of the way! Out of the way!</line>
                 <speaker>???</speaker>
             <sub_action name="center_on">
                 <unit>Kodama Lord</unit>
             </sub_action>
+            <sub_action name="pause">
+                <time>0.5</time>
+            </sub_action>
+            <sub_action name="move_unit">
+                <unit>Fairy F</unit>
+                <destination>(24,15)</destination>
+            </sub_action>
+            <sub_action name="startle">
+                <unit>Fairy F</unit>
+            </sub_action>
+            <sub_action name="say">
+                <line>I see. I see. Let's keep the pressure up on them. We need to control every bit of the forest.</line>
+                <speaker>???</speaker>
+            </sub_action>
+            <sub_action name="startle">
+                <unit>Fairy F</unit>
+            </sub_action>
+            <sub_action name="move_unit">
+                <unit>Fairy F</unit>
+                <destination>(22,15)</destination>
+            </sub_action>
             <sub_action name="say">
                 <line>Ugh, what a mess. We didn't expect the forest residents to be this stubborn.</line>
                 <speaker>???</speaker>
                 <speaker>Marisa</speaker>
             </sub_action>
             <sub_action name="say">
-                <line>No, we can end this battle more easily if we can just defeat the Kodama.</line>
+                <line>You said you only had one Spark spell right? We can end this battle more easily if we can just defeat the Kodama.</line>
                 <speaker>Ran</speaker>
             </sub_action>
             <sub_action name="say">
                 <color>black</color>
                 <time>0.5</time>
             </sub_action>
+            <sub_action name="stop_music">
+			</sub_action>
             <sub_action name="set_unit_pos">
                 <unit>Youmu</unit>
                 <destination>(20,8)</destination>

Story of a Lost Sky/data/options.dat

 I00
 sS'enable_music'
 p8
-I00
+I01
 sS'turn_end'
 p9
 I01

Story of a Lost Sky/mapobj.py

             if battle_end == 'team1victory':
                 for unit_name in self.required_survivors:
                     unit = self.all_units_by_name[unit_name]
+                    unit.spirit_stats = 'normal'
                     if unit.alive == False:
                         unit.alive = True
                         unit.HP = 1

Story of a Lost Sky/readme.txt

 //
 Touhou - Story of a Lost Sky 
 Development Build
-Version 0.2.1 - Project Pre-Alpha
+Version 0.2.2 - Project Pre-Alpha
 Animation Tester 0.3
 //
 
 ##############################################################
 -Sound Effects
 -Trait Learning
--
 
 ##############################################################
 How to use the animation tester (source code version only):

Story of a Lost Sky/srpg.py

 
 os.environ['SDL_VIDEO_CENTERED'] = '1'
 
-#pygame.mixer.pre_init(44100, -16, 2, 8192) 
 pygame.init()
 tilesize = 35
 size_x = 24
 ##################################
 
 # Debug Flags
-engine.enable_prologue = True
+engine.enable_prologue = False
 engine.single_turn_win = False
 engine.enable_splash = False