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Incident_Script_Syntax_Exploration.txt
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Incident_Script_Syntax_Exploration.txt
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Incident Script Syntax Exploration
---
Flow decide_to_see_farm
Merotta:
say "He's clean. Any fool can see that. That cursed crap's always easy to see."
Belo:
move to meeting_table
(@ ^.start) say "And it's always changing. Bock says that Rot thing hit the stranger and fell apart? Doesn't sound right. What if it _went into_ him?"
Merotta:
say "Then we would see it. Or smell it!"
Kellet:
say "Bock saw him work the land. Tacker's place--filthy, now. So this: When I fetched him back, what I saw, where he worked: Clean land. Sprouts. Redfruit and beans, I think. This."
Belo:
wait 36
say "Bock, show me. Before it gets dark. Runcel, come with us."
create party Tacker (Belo, Bock, Runcel)
End flow
---
Flow [= party_leaves_for_farm]
(@ decide_to_see_farm.end)
Tacker party: (@ .start) [= r_leaving_1]
move to 33, 14
Kellet: (@ r_leaving_1.start + 48) [= k_approach]
say "Runcel, wait!"
move to Runcel
Runcel: (@ k_approach.start + 30)
stop move
say "..."
(@ ^ + 24) say "What?"
Kellet:
(@ k_approach.end)
say "Tacker Farm, the Rot to the north. Watch."
Runcel:
wait 24
say "Come along with us."
Kellet:
wait 6
say "Yes."
join party Tacker
Tacker party:
exit map via door at 30, 4
End flow
Notes:
(@ .start) means this action begins at the start of this flow
[= r_leaving_1] means this action has this label
^ means prior action, defaults to end, can do ^.start, ^.end
Default timing on actions is after the prior action is done.
?? may be useful to chain via ^^^ ?
Could have done same with 'wait 24', 'say "What?"'
move command:
move to (within 2)
move onto (within 0)
move within 5
stay within 5?
Only broken into two flows for exploration, there's no present need
--- This one is nonsensical:
Flow [= Bock_is_generally_hyper] ()
Bock:
shuffle friends into friend_deck
Bock:
deal from friend_deck into Chosen_friend
move to Chosen_friend
say $Chosen_friend.name + "!"
say "Rutabaga, rutabaga!"
wait 60
restart unless friend_deck.empty
End flow
==================================
v2
---
Flow decide_to_see_farm
Merotta:
say "He's clean. Any fool can see that. That cursed crap's always easy to see."
Belo:
move to meeting_table
@ ^.start, say "And it's always changing. Bock says that Rot thing hit the stranger and fell apart? Doesn't sound right. What if it _went into_ him?"
Merotta:
say "Then we would see it. Or smell it!"
Kellet:
say "Bock saw him work the land. Tacker's place--filthy, now. So this: When I fetched him back, what I saw, where he worked: Clean land. Sprouts. Redfruit and beans, I think. This."
Belo:
wait 36
say "Bock, show me. Before it gets dark. Runcel, come with us."
create party Tacker (Belo, Bock, Runcel)
End flow
---
Flow party_leaves_for_farm
@ decide_to_see_farm.end
Tacker party: p_leaving
@ .start
move to 33, 14
Kellet: k_approach
@ p_leaving.start + 48
say "Runcel, wait!"
move to Runcel
Runcel:
@ k_approach.start + 30
stop move
say "..."
@ ^ + 24, say "What?"
Kellet:
@ k_approach.end
say "Tacker Farm, the Rot to the north. Watch."
Runcel:
wait 24
say "Come along with us."
Kellet:
wait 6
say "Yes."
join party Tacker
Tacker party:
exit map via 20, 2
End flow
// This isn't quite the same, it's an ongoing strategy
// during free player action
Flow bock_spying
Bock:
coords weeds are (28-33, 49-50) (32, 52), (33, 51-52)
pick coord entry_location from weeds //inprog
enter map at entry_location
stay in weeds
stay 10 away from Suvail
stay close to Suvail
Suvail:
think "Someone watching me."
End flow
...it's simpler to not have Bock in place at all.
Trigger bock_spying_1
after planted_five
after rand 2400 - 4800
narrate "Someone watching me." // etc.
End trigger // not satisfying
...the trigger script language will need some more thought.
Triggers have conditions,
perhaps compounded complexly,
logical ops
sequenced
of many types
...and outcomes:
Messages
Incidents
Map changes
Inventory, player status, relationships, la la la.