shortened dialogue.

This commit is contained in:
Bryce Covert
2015-08-13 22:51:16 -07:00
parent 645f624e45
commit ada77003dd
2 changed files with 37 additions and 25 deletions

View File

@@ -31,10 +31,6 @@
sheep. I'd like to click in the sheep pasture and expect Tick to
move over to the sheep, but currently it's not on the path, so he
just doesn't move.
+ When in the jail, if you try to use the ball and chain with the
jailer before you are out of the jail, he will say something like
"how'd you get out" and then you restart the jail sequence even
though you never escaped from the jail
+ It took several times to get through the jail escape sequence
(which I think was expected and was entertaining), but after you've
gone through it the first time some of the sequences can be

View File

@@ -123,18 +123,22 @@
(defn get-key [ entities]
(actions/walk-to entities :ego [71 82] :face :left)
(actions/play-animation entities :ego :squat)
(actions/do-dialogue entities :ego "He's got something clutched in his hand!")
(actions/play-animation entities :ego :squat)
(actions/do-dialogue entities :ego "What's this?"
:ego "Hello hello!"
:ego "It's the key!")
(let [had-key-before? (actions/has-obtained? entities :key)]
(actions/give entities :key)
(when (not had-key-before?)
(actions/do-dialogue entities :ego "Come on! It's that easy to escape?"
:ego "We're not going to at least do that dog and bone scenario?"
:ego "I get to just take the key and leave?"
:ego "Seems like a pretty sorry excuse for a puzzle."))))
(if had-key-before?
(do
(actions/do-dialogue entities :ego "He's got the key clutched in his hand!")
(actions/play-animation entities :ego :squat)
(actions/give entities :key))
(do
(actions/do-dialogue entities :ego "He's got something clutched in his hand!")
(actions/play-animation entities :ego :squat)
(actions/do-dialogue entities :ego "What's this?"
:ego "Hello hello!"
:ego "It's the key!")
(actions/do-dialogue entities :ego "Come on! It's that easy to escape?"
:ego "We're not going to at least do that dog and bone scenario?"
:ego "I get to just take the key and leave?"
:ego "Seems like a pretty sorry excuse for a puzzle.")))))
(defn tie-up-warden [entities message]
(if (get-in @entities [:state :opened-bars?])
@@ -259,16 +263,28 @@
(actions/talk entities :ego "Phew! That was close!"))
(actions/do-dialogue entities :ego "I don't know what to do with that.")))
:sword (actions/get-script entities (actions/talk entities :ego "I wouldn't want to accidentally break the Sword of Blergh."))
:rope (actions/get-script entities (if (get-in @entities [:state :bent-bars?])
(do (actions/walk-to entities :ego [102 88] :face :right)
(actions/do-dialogue entities :ego "Here goes.")
(actions/play-animation entities :ego :reach)
(actions/do-dialogue entities
:ego "Uh oh. There's a guard right beneath the window."
:ego "I had better not, or else I'd get caught."))
(actions/do-dialogue entities :ego "Good thinking."
:ego "But I can't fit out that window."
:ego "And the bars are made of steel!")))
:rope (actions/get-script entities (cond
(get-in @entities [:state :dropped-ball?])
(do (actions/walk-to entities :ego [102 88] :face :right)
(actions/do-dialogue entities :ego "Here goes.")
(actions/play-animation entities :ego :reach)
(actions/do-dialogue entities
:ego "Wait a second."
:ego "That guard is out cold."
:ego "Why risk breaking my neck now?"))
(get-in @entities [:state :bent-bars?])
(do (actions/walk-to entities :ego [102 88] :face :right)
(actions/do-dialogue entities :ego "Here goes.")
(actions/play-animation entities :ego :reach)
(actions/do-dialogue entities
:ego "Uh oh. There's a guard right beneath the window."
:ego "I had better not, or else I'd get caught."))
:else
(actions/do-dialogue entities :ego "Good thinking."
:ego "But I can't fit out that window."
:ego "And the bars are made of steel!")))
:key (actions/get-script entities (actions/walk-to entities :ego [102 88] :face :right)
(actions/do-dialogue entities :ego "Here goes."
:ego "Wait..."