Add cross timeline interaction gym
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@@ -8,9 +8,9 @@
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# ============================================================
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# ---- SETUP: Variables --------------------------------------
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set {coins} = 0
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set {player_has_key} = false
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set {met_merchant} = false
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set {Museum.coins} = 0
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set {Museum.player_has_key} = false
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set {Museum.met_merchant} = false
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# ---- LABEL: opening ----------------------------------------
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label opening
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@@ -31,7 +31,7 @@ Advisor (pl5): Remember, [color=red]colored text[/color] works as well.
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Advisor (pl5): [pause=1.0] ...and so do timed pauses.
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# ---- CONDITION: Variable-based branching ------------------
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if {coins} == 0:
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if {Museum.coins} == 0:
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Miko (doubt): I don't have any coins yet. Let's find some!
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Advisor (doubt): We should look around carefully.
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else:
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@@ -39,7 +39,7 @@ else:
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Advisor (pl5): Good. That will come in handy.
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# ---- VARIABLE: Set a variable -----------------------------
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set {coins} = 10
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set {Museum.coins} = 10
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Miko (joy): [shake]Look![/shake] I just found 10 coins.
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@@ -55,11 +55,11 @@ Merchant (happy): Welcome, traveler! Would you like to see my wares?
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# ---- CHOICE: Branching dialog -----------------------------
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- Yes, show me what you've got!
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set {met_merchant} = true
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set {Museum.met_merchant} = true
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Miko (joy): Absolutely, show me your best items!
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Merchant (happy): Excellent choice! I have potions, scrolls, and enchanted blades.
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Merchant (blink): That will be {10/15/20} gold coins, please!
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set {coins} = -10
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set {Museum.coins} = -10
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Miko (shock): Here you go! That was expensive...
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Advisor (blink): Did you really have to spend all our coins?
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@@ -68,10 +68,10 @@ Merchant (happy): Welcome, traveler! Would you like to see my wares?
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Merchant (happy): Suit yourself. The door is always open.
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Advisor (pl5): A wise decision.
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- Use the ancient key to barter. | [if {player_has_key}]
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- Use the ancient key to barter. | [if {Museum.player_has_key}]
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Miko (smile): I have this ancient key. Will you trade for it?
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Merchant (surprise): [shake]A key from the old kingdom?![/shake] Take anything you want!
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set {player_has_key} = false
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set {Museum.player_has_key} = false
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Miko (joy): That was a great deal!
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Advisor (surprise): You traded the key?! That was reckless...
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@@ -106,7 +106,7 @@ Miko (neutral): You're right, but we have to check it out.
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Advisor (pl5): Very well. I'll follow your lead.
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# ---- CONDITION with ELSE ----------------------------------
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if {player_has_key}:
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if {Museum.player_has_key}:
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Miko (joy): Good thing we still have the ancient key. Let's open it!
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Advisor (surprise): The key glows faintly as you approach.
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Miko (smile): Here goes nothing...
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