Publicly available core methods:
call screen dwtd_qte("QTE_ACTION")
- Use to display a button the player must click within a certain amount of time. Second argument can be a floating point number of seconds, default 1.0.if not dwtd.check_keypoint("KEYPOINT"):
- If thisif
statement triggers, the player is trying to cheese a Hardcore save. Force their death, maybe with a message from system.- KEYPOINT argument values. Give the keypoint that happened most recently before your scene, e.g.
'C1_CHARACTER_SELECT'
for a death in Remy1.'C1'
- Literally just started the game.'C1_FOUND_LEMON'
- Found the lemon in the pantry'C1_CHARACTER_SELECT'
- Made it to choosing a character in Chapter 1'C2'
- Made it to Chapter 2 title card'C2_CHARACTER_SELECT'
- Made it to choosing a character in Chapter 2'C3'
- Made it to Chapter 3 title card'C3_CHARACTER_SELECT'
- Made it to choosing a character in Chapter 3'C4'
- Made it to Chapter 4 title card'C4_CHARACTER_SELECT'
- Made it to choosing a character in Chapter 4'C5'
- Made it to Chapter 5 title card
- KEYPOINT argument values. Give the keypoint that happened most recently before your scene, e.g.
show dwtd_youdied_text
- Display the "You Died" comic sans text to tell the player what the hell's going on.dwtd.deathsound(sound_number,sound_playtime)
- Play a sound, often done while showing the "You Died" text, for tonal consistency.sound_number
- How many "booms" in the sound. No consistent direction.sound_playtime
- Fadeout time of the booms, as they're almost universally too long. It's recommended to follow this statement withrenpy.pause()
of equivalent time to let things really sink in for the player.
call dwtd_youdied("Name of death","CAUSE OF DEATH")
- End of a death path. Displays"CAUSE OF DEATH"
as read by system, then opens a menu screen to load, mainmenu, or quit.