Consolidate rewind, expand spar
Build and Deploy Ren'Py Web / deploy (push) Failing after 1h1m40s

This commit is contained in:
Dynamitos
2026-09-11 11:38:32 +02:00
parent 995ae4b80b
commit 90e564f629
5 changed files with 143 additions and 36 deletions
+79 -8
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@@ -23,24 +23,95 @@ label first_test:
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
# Checkpoint: a rewind from anywhere in the spar lands back at the first
# exchange. `rewind_reset` is empty — the spar's state is re-derived from
# the choices, so there are no flags to reset.
$ checkpoint = ".first_attack_choice"
$ rewind_reset = []
eron "Hyaaa"
jump .first_attack_choice
label .first_attack_choice:
"Eron raises his sword 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.
call .do_rewind
"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."
screen 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 unter her raised arms quarely 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]":
call .do_rewind
"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."
screen black with dissolve
jump .after_spar
label .dodge_left_anticipate_jump:
"Sara jumps over the incoming strike, landing gracefully."
jump .eron_adjusts
# Initial right
label .dodge_right:
label .parry:
label .after_spar: