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Author SHA1 Message Date
Dynamitos 38fc15c175 Somewhat working first test
Build and Deploy Ren'Py Web / deploy (push) Successful in 37s
2026-09-13 22:03:10 +02:00
Dynamitos 077890d752 finish first spar
Build and Deploy Ren'Py Web / deploy (push) Failing after 25s
2026-09-11 19:00:59 +02:00
Dynamitos 90e564f629 Consolidate rewind, expand spar
Build and Deploy Ren'Py Web / deploy (push) Failing after 1h1m40s
2026-09-11 11:38:32 +02:00
6 changed files with 226 additions and 65 deletions
+32 -33
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@@ -1,5 +1,5 @@
# ── Persistent flags ──────────────────────────────────────────────────────────
default checkpoint_set = False
# `checkpoint` (the rewind destination) is defined globally in script.rpy.
default rewind_used = False
default purpose_chosen = False
default silence_chosen = False # here Sara learns that Luno asks everyone the same question
@@ -30,39 +30,41 @@ label arrival:
luno "So. Money, glory, or are you just bored?"
jump .choice_screen
# Per-checkpoint reset: called by the shared rewind mechanic before it lands.
label .arrival_rewind_reset:
$ rewind_used = True
return
label .rewind_choice:
if not checkpoint_set:
if checkpoint is None:
# No checkpoint created yet — can't rewind, move on.
jump .kaeros_arrives
show screen rewind_prompt
menu:
"[[ Rewind ]":
hide screen rewind_prompt
$ rewind_used = True
scene black
with dissolve
show screen teal_wash
"The world pulls back."
"Colour drains to teal. Sound slows to nothing."
hide screen teal_wash
scene bg training_yard
with dissolve
show sara neutral at left
show luno curious at right
thinking "Let's try this again."
jump .choice_screen
"[[ Continue ]":
hide screen rewind_prompt
# reset flags
$ checkpoint_set = False
$ rewind_used = False
jump .kaeros_arrives
"[[Rewind]":
jump rewind_to
"Continue":
pass
# Resuming after "Continue": clear the checkpoint and move on.
$ checkpoint = None
$ rewind_used = False
jump .kaeros_arrives
label .choice_screen:
scene bg training_yard
with fade
show sara neutral at left
show luno curious at right
menu:
"Why are you here?"
"[[ Create Checkpoint ]" if not checkpoint_set:
$ checkpoint_set = True
"[[ Create Checkpoint ]" if checkpoint is None:
# Store where a rewind should land, plus the reset label to call.
$ checkpoint = "arrival.choice_screen"
$ rewind_reset_label = "arrival.arrival_rewind_reset"
scene black
with dissolve
"A flash. Sara's hand, signing something. A contract. The ink is red."
@@ -162,14 +164,12 @@ label .branch_sharp:
label .kaeros_arrives:
"Before the silence can settle, footsteps at the gate."
show kaeros guarded at right
show mira curious at left
kaeros "Is this the Iron Hollow?"
luno "Looks like quite a few people are interested. You are at the right place."
luno "Why do you want to join the Hollow?"
mira "To protect people from evil---"
kaeros "To make some money. Have to live off something around here."
show mira timit at left
show luno laughing at right
show luno laugh at right
luno "I see, you have you priorities in order."
show luno neutral at right
luno "I like that. I am Luno, I arrived a while a go. Give the man over there your names and wait."
@@ -179,17 +179,16 @@ label .kaeros_arrives:
scene black
with dissolve
scene bg table
show sara at left
show iron_hollow_mercenary at right
show sara neutral at left
# show iron_hollow_mercenary at right
sara "The three of us are here to register."
mercenary "Tell me your names and blessing."
show mira excited at left
mira "I'm Mira, and I have a fire blessing. I can do a lot of things with it, like make bursts---"
show kaeros guarded at left
kaeros "I'm Kaeros, and I have a water blessing."
kaeros "..."
mercenary "Alright, what about you?"
show sara at left
show sara neutral at left
sara "My name is Sara, I have a wind blessing, but its really weak. My expertise is more with strategy."
mercenary "It's rare to have a strategist join a band of mercenaries. I hope you can at least hold your own in combat."
mercenary "I think fo-- five people are enough for now, grab Luno and that guy over there and we'll get started."
+160 -17
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@@ -2,45 +2,188 @@ label first_test:
scene black
with dissolve
scene bg training_yard
mercenary "It's time to prove you worth. We are gonna start with a simple test, so everyone gets a feel for each other."
mercenary "It's time to see what you are made of. We are gonna start with a simple test, so we can get a feel for what you can do."
mercenary "One-on-one fights, but since we are an uneven number, one person will have to fight twice."
mercenary "It will be a friendly spar, so using wooden weapons, and no permanent injuries allowed. First contact wins."
mercenary "It will be a friendly spar, so using wooden weapons, make your opponent give up, but no killing allowed. Try to avoid injuring them too much, but if they refuse to give up, it is what it is."
mercenary "And also, no blessings."
eron "Seems easy, can I go first?"
thinking "I'm not sure if this test is that simple. Since none of us know each other, aside from maybe these two, it is hard to judge how much to hold back without loosing instantly."
thinking "If you go all out and injure the opponent, you probably get disqualified. But if you hold back too much, you might loose in the first strike."
thinking "If you go all out and seriously injure the opponent, you probably get disqualified. But if you hold back too much, you might loose in the first strike."
mercenary "Since you seem to be so eager, you can go first, and your opponent will be Sara."
thinking "Why does it have to b:e me? That guy seems to be really strong."
thinking "Maybe it's not so bad, since I can display any gift, it will be a good chance to prove my worth."
thinking "Why does it have to be me? That guy seems to be really strong."
sara "Are we allowed to use the surroundings?"
mercenary "This is a sparring match without blessings, you are supposed to show your weapons techinques, so no."
thinking "That makes things even harder. One on one without being able to use the environment gives me not a lot of room to work with."
mercenary "This is a sparring match without blessings, you are supposed to show your weapon techinques, so no."
thinking "That makes things even harder. One on one without being able to use the environment doesn't give me a lot of room to work with."
thinking "I don't think I can win against him in direct combat. At first glance he might seem arrogant, but from his stance I can tell he is not an amateur."
thinking "My only advantage is that he cannot use his blessing, while I can, since noone will remember."
thinking "But rewinding after every strike will consume way too much energy, I will have to use as much of my own skill as possible."
with dissolve
scene bg eron_ready
# scene bg eron_ready
mercenary "Begin the match!"
scene black
with dissolve
"TODO: premonition"
"The feeling of a cold thread. The feeling of the air thickening."
scene bg training_yard
with dissolve
eron "Hyaaa"
# Checkpoint: a rewind from anywhere in the spar lands back at the first
# exchange. No reset label needed — the spar's state is re-derived from
# the choices, so there are no flags to reset (rewind_reset_label stays None).
$ checkpoint = "first_test.first_attack_choice"
eron "Hyaaa!"
jump .first_attack_choice
label .first_attack_choice:
scene bg training_yard
with dissolve
"Eron dashes with his sword raised over his right shoulder."
menu:
thinking "Fast!"
"Dodge left":
jump .first_attack_left
jump .dodge_left
"Dodge right":
jump .first_attack_right
jump .dodge_right
"Parry":
jump .first_attack_parry
label .first_attack_left:
thinking "Hairs breadth!"
thinking "I need to regain my balance and counter"
jump .parry
# Initial left
label .dodge_left:
"Whizz! The sword almost grazes her right shoulder."
thinking "Hairs breadth!"
menu:
thinking "I need to regain my balance and counter."
"Counterattack":
jump .dodge_left_counterattack
"Anticipate next attack":
jump .dodge_left_anticipate
## Left -> counter
label .dodge_left_counterattack:
"Whack! The sword turns quickly and strikes her leg."
sara "Ugh!"
thinking "He hit my leg! Should i try another attack or go back?"
menu:
"[[Rewind]":
# Shared mechanic: reads `checkpoint` (".first_attack_choice") and
# rewinds there via the teal-wash effect, then returns here.
jump rewind_to
"Press the attack":
jump .dodge_left_counterattack_press
label .dodge_left_counterattack_press:
"Whack! Eron takes the momentum of the recoil from the leg strike and makes a lightning fast spinning attack for Saras temple."
scene black with dissolve
jump .after_spar
## Left -> anticipate
label .dodge_left_anticipate:
thinking "I dodged to the left, so the next attack will come from the right."
menu:
"Dodge further left":
jump .dodge_left_anticipate_left
"Jump":
jump .dodge_left_anticipate_jump
"Parry":
jump .dodge_left_anticipate_parry
## Left -> anticipate -> left
label .dodge_left_anticipate_left:
"Erons sword that narrowly missed her right side quickly turns and aims for her legs."
"The tradjectory of the sword is faster than she can dodge away, but the increased distance allows eron to adjust the trajectory."
"Eron upswings under her raised arms squarely into Saras stomach"
sara "Ugh!"
thinking "That knocked the air out of me! I need to catch my breath. Or should I rewind?"
menu:
"[[Rewind]":
jump rewind_to
"Create distance":
jump .dodge_left_anticipate_left_distance
label .dodge_left_anticipate_left_distance:
"Whack! Eron takes the momentum of the recoil from the stomach strike and makes a lightning fast spinning attack for Saras temple."
scene black with dissolve
jump .after_spar
label .dodge_left_anticipate_jump:
"Sara leaps into the air, narrowly avoiding the strike."
"Eron uses the momentum of the missed strike to do a spinning attack"
menu:
thinking "There is a brief window where he shows his back"
"Attack":
jump .dodge_left_anticipate_jump_attack
"Parry":
jump .parry
label .dodge_left_anticipate_jump_attack:
"Sara tries to go for the opening"
"But she is simply too slow, she lacks combat experience."
"Eron hits her temple with the spinning attack before she can hit is back"
scene black with dissolve
jump .after_spar
# Initial right
label .dodge_right:
"Sara dodges straight into Eron's attack, and gets hit on the shoulder."
thinking "Ugh! That was a heavy hit, should I rewind? No, I should gather more information first"
menu:
"[[Rewind]":
jump rewind_to
"Create distance":
jump .dodge_right_distance
label .dodge_right_distance:
"Sara tries too create some distance between herself and Eron, but he quickly closes the gap."
thinking "How is he so fast? Just focus on defending myself"
menu:
"Parry":
jump .parry
"Create distance":
jump .dodge_right_distance_distance
label .dodge_right_distance_distance:
"Sara manages to create some distance, but Eron is relentless and quickly closes the gap again."
"Before she can further react, he strikes her temple."
scene black with dissolve
jump .after_spar
# Initial parry
label .parry:
"Sara raises her weapon to block Eron's incoming strike."
"Sara's weapon gets knocked way to the side, leaving her wide open."
thinking "Ugh! How heavy was that strike? I am already loosing my grip. Should I rewind right way?"
menu:
"[[Rewind]":
jump rewind_to
"Recover":
jump .parry_recover
"Create distance":
jump .parry_create_distance
label .parry_recover:
"Sara tries to regain her balance, but Eron is relentless."
menu:
"Parry":
jump .parry_recover_parry
"Dodge":
jump .parry_recover_dodge
label .parry_recover_parry:
"Sara attempts to parry again, but Eron strikes through her defense, hitting her temple."
scene black with dissolve
jump .after_spar
label .parry_recover_dodge:
"Sara attempts to dodge, but Eron anticipates her movement and strikes her temple."
scene black with dissolve
jump .after_spar
label .parry_create_distance:
"Sara tries to create distance between herself and Eron, but he lunges after her."
"Before she can react, he strikes her temple"
scene black with dissolve
jump .after_spar
label .after_spar:
"Sara lies on the ground, trying to recover from the intense sparring session with Eron."
thinking "I need to analyze his movements more carefully next time."
jump quit
+4 -1
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@@ -1,5 +1,8 @@
define sara = Character("Sara", color="#5acbd5")
define thinking = Character("Sara", color="#1d9fa4", what_italic=True)
define luno = Character("Luno", color="#1b449d")
define eron = Character("Eron", color="#c98a3a")
define kaeros = Character("Kaeros", color="#96d08c")
define mira = Character("Mira", color="#c42626")
define narrator = Character(None)
define mercenary = Character("Iron Hollow Mercenary", color="#ff0000")
define mercenary = Character("Iron Hollow Mercenary", color="#3a6998")
+30
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@@ -0,0 +1,30 @@
# ── Rewind mechanic (shared across all scripts) ──────────────────────────────
# Where the next rewind lands. Set this to a label string at each checkpoint.
default checkpoint = None
# Optional: a label to `call` for per-checkpoint flag resets, or None.
# Define it like: label .my_checkpoint_reset: $ some_flag = False return
default rewind_reset_label = None
# Plays the shared rewind effect, then returns to `destination` (a label string).
# Uses `call` (not `jump`) so it is re-entrant: rewinding to a label that is
# already on the call stack (e.g. back to a choice mid-spar) returns cleanly
# to the caller instead of corrupting the stack.
# Call as: call rewind_to ".some_label"
label rewind_to:
scene black
with dissolve
show screen teal_wash
"The world pulls back."
"Colour drains to teal. Sound slows to nothing."
hide screen teal_wash
scene black
with dissolve
# Run any per-checkpoint reset statements (e.g. $ rewind_used = False)
if rewind_reset_label is not None:
call expression rewind_reset_label
call expression checkpoint
screen teal_wash():
zorder 20
add Solid("#1a4a4a") alpha 0.7
-14
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@@ -3,17 +3,3 @@
label start:
jump arrival
# ── Screens ───────────────────────────────────────────────────────────────────
screen rewind_prompt():
zorder 10
text "Rewind available":
xalign 0.05
yalign 0.95
color "#4ab8b8"
size 22
screen teal_wash():
zorder 20
add Solid("#1a4a4a") alpha 0.7
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