shortened dialogue.
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@@ -31,10 +31,6 @@
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sheep. I'd like to click in the sheep pasture and expect Tick to
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move over to the sheep, but currently it's not on the path, so he
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just doesn't move.
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+ When in the jail, if you try to use the ball and chain with the
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jailer before you are out of the jail, he will say something like
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"how'd you get out" and then you restart the jail sequence even
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though you never escaped from the jail
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+ It took several times to get through the jail escape sequence
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(which I think was expected and was entertaining), but after you've
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gone through it the first time some of the sequences can be
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@@ -123,18 +123,22 @@
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(defn get-key [ entities]
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(actions/walk-to entities :ego [71 82] :face :left)
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(actions/play-animation entities :ego :squat)
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(actions/do-dialogue entities :ego "He's got something clutched in his hand!")
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(actions/play-animation entities :ego :squat)
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(actions/do-dialogue entities :ego "What's this?"
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:ego "Hello hello!"
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:ego "It's the key!")
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(let [had-key-before? (actions/has-obtained? entities :key)]
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(actions/give entities :key)
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(when (not had-key-before?)
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(actions/do-dialogue entities :ego "Come on! It's that easy to escape?"
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:ego "We're not going to at least do that dog and bone scenario?"
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:ego "I get to just take the key and leave?"
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:ego "Seems like a pretty sorry excuse for a puzzle."))))
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(if had-key-before?
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(do
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(actions/do-dialogue entities :ego "He's got the key clutched in his hand!")
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(actions/play-animation entities :ego :squat)
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(actions/give entities :key))
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(do
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(actions/do-dialogue entities :ego "He's got something clutched in his hand!")
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(actions/play-animation entities :ego :squat)
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(actions/do-dialogue entities :ego "What's this?"
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:ego "Hello hello!"
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:ego "It's the key!")
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(actions/do-dialogue entities :ego "Come on! It's that easy to escape?"
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:ego "We're not going to at least do that dog and bone scenario?"
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:ego "I get to just take the key and leave?"
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:ego "Seems like a pretty sorry excuse for a puzzle.")))))
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(defn tie-up-warden [entities message]
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(if (get-in @entities [:state :opened-bars?])
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@@ -259,16 +263,28 @@
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(actions/talk entities :ego "Phew! That was close!"))
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(actions/do-dialogue entities :ego "I don't know what to do with that.")))
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:sword (actions/get-script entities (actions/talk entities :ego "I wouldn't want to accidentally break the Sword of Blergh."))
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:rope (actions/get-script entities (if (get-in @entities [:state :bent-bars?])
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(do (actions/walk-to entities :ego [102 88] :face :right)
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(actions/do-dialogue entities :ego "Here goes.")
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(actions/play-animation entities :ego :reach)
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(actions/do-dialogue entities
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:ego "Uh oh. There's a guard right beneath the window."
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:ego "I had better not, or else I'd get caught."))
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(actions/do-dialogue entities :ego "Good thinking."
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:ego "But I can't fit out that window."
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:ego "And the bars are made of steel!")))
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:rope (actions/get-script entities (cond
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(get-in @entities [:state :dropped-ball?])
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(do (actions/walk-to entities :ego [102 88] :face :right)
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(actions/do-dialogue entities :ego "Here goes.")
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(actions/play-animation entities :ego :reach)
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(actions/do-dialogue entities
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:ego "Wait a second."
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:ego "That guard is out cold."
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:ego "Why risk breaking my neck now?"))
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(get-in @entities [:state :bent-bars?])
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(do (actions/walk-to entities :ego [102 88] :face :right)
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(actions/do-dialogue entities :ego "Here goes.")
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(actions/play-animation entities :ego :reach)
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(actions/do-dialogue entities
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:ego "Uh oh. There's a guard right beneath the window."
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:ego "I had better not, or else I'd get caught."))
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:else
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(actions/do-dialogue entities :ego "Good thinking."
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:ego "But I can't fit out that window."
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:ego "And the bars are made of steel!")))
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:key (actions/get-script entities (actions/walk-to entities :ego [102 88] :face :right)
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(actions/do-dialogue entities :ego "Here goes."
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:ego "Wait..."
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