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Altered Robotics skill, renamed ifPersona to ifNPCOK
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jwvhewitt committed Apr 10, 2016
1 parent 7dfe212 commit 3e356c6
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Showing 165 changed files with 313 additions and 301 deletions.
17 changes: 8 additions & 9 deletions Series/ADV_FederatedTerritories.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8472,12 +8472,12 @@ Scene 57 0
Persona 5705
greeting <NewChat AddChat 1 AddCHat 2 AddChat 3 if= V1 0 else GoSecondTime V= 1 1 Say 1>
GoSecondTime <Say 2>
result1 <NewChat AddChat 2 AddChat 3 if= G6 3 else GoR1Nothing ifPersona 5706 else GoR1Dead Say 3>
result1 <NewChat AddChat 2 AddChat 3 if= G6 3 else GoR1Nothing ifNPCOK 5706 else GoR1Dead Say 3>
GoR1Dead <Say 8>
GoR1Nothing <Say 6>
result2 <NewChat Say 4 AddChat 4>
result3 <NewChat Say 5 AddChat 1 AddChat 2>
result4 <NewChat AddChat 1 AddChat 3 ifPersona 5704 else GoR4Dead Say 7>
result4 <NewChat AddChat 1 AddChat 3 ifNPCOK 5704 else GoR4Dead Say 7>
GoR4Dead <Say 9>
Msg1 <Hello, welcome to the fortress. You look like you're a greenzoner... we don't get many of those around here. Well, what can I do for you today?>
Msg2 <Good to see you again, \PC . What can I do for you today?>
Expand Down Expand Up @@ -9538,7 +9538,6 @@ end

inv
% FACTIONS
% For all factions, V1000 is the core difficulcy number.

% the Federation Council
% +- the Solar Navy
Expand All @@ -9561,7 +9560,7 @@ inv
% used so if the PC goes up two levels at once,
% he still won't get the same gift twice.

quarter <iffaction 1 if= d4 1 ifStoryless StartStory .milstory ifG 70 V1000 V+ 1000 15 V+ 1000 d10>
quarter <iffaction 1 if= d4 1 ifStoryless StartStory .milstory>
.milstory <TS_MIL_*_STORY.txt>

start <if= PCFac 1 else GoNoMember ifFactionEnemy 1 else GoPro1 StartStory .fired>
Expand All @@ -9584,7 +9583,7 @@ inv

% RECRUITMENT: Must be renowned
% STORIES: Threats to FT from terrestrial sources
quarter <iffaction 2 if= d5 1 ifStoryless StartStory .milstory ifG 70 V1000 V+ 1000 15 V+ 1000 d10>
quarter <iffaction 2 if= d5 1 ifStoryless StartStory .milstory>
.milstory <TS_MIL_*_STORY.txt>
start <if= PCFac 2 else GoNoMember ifFactionEnemy 2 else GoPro1 StartStory .fired>
.fired <TS_PLOT_Fired.txt>
Expand All @@ -9596,7 +9595,7 @@ inv
Faction 3
name <the Guardians>
type <Police>
quarter <ifFaction 3 ifStoryless if# d3 1 StartStory .crime ifG 70 V1000 V+ 1000 15 V+ 1000 d10>
quarter <ifFaction 3 ifStoryless if# d3 1 StartStory .crime>
.crime <TS_GRD_*_STORY.txt>
SetAlly 1 2 11
% RECRUITMENT: Must be lawful and nonvillainous
Expand All @@ -9623,7 +9622,7 @@ inv
SetEnemy 5 6
% Upon loading a new story, increase the faction's
% difficulcy rating.
quarter <ifFaction 4 ifStoryless if# d3 1 StartStory .corp ifG 70 V1000 V+ 1000 15 V+ 1000 d10>
quarter <ifFaction 4 ifStoryless if# d3 1 StartStory .corp>
.corp <TS_CORP_*_STORY.txt>
% RECRUITMENT: Must be lawful and pragmatic
% STORIES: Business stuff
Expand All @@ -9650,7 +9649,7 @@ inv
SetEnemy 4 6
% Upon loading a new story, increase the faction's
% difficulcy rating.
quarter <ifFaction 5 ifStoryless if# d3 1 StartStory .corp ifG 70 V1000 V+ 1000 15 V+ 1000 d10>
quarter <ifFaction 5 ifStoryless if# d3 1 StartStory .corp>
.corp <TS_CORP_*_STORY.txt>
% RECRUITMENT: Must be _very_ pragmatic
% STORIES: Business stuff
Expand All @@ -9677,7 +9676,7 @@ inv
SetEnemy 4 5
% Upon loading a new story, increase the faction's
% difficulcy rating.
quarter <ifFaction 6 ifStoryless if# d3 1 StartStory .corp ifG 70 V1000 V+ 1000 15 V+ 1000 d10>
quarter <ifFaction 6 ifStoryless if# d3 1 StartStory .corp>
.corp <TS_CORP_*_STORY.txt>
% RECRUITMENT: Must be pragmatic
% STORIES: Business stuff
Expand Down
14 changes: 11 additions & 3 deletions Series/ARC_TS_CrimeStory.txt
Original file line number Diff line number Diff line change
Expand Up @@ -16,10 +16,13 @@ Plot 0

rumor <!2 has been looking for you.>

start <ifNPCOK E2 else GoEndPlot>
GoEndPlot <AdvancePlot 0>

sub
Persona 2

Greeting <NewChat if= V1 0 else GoMetBefore Say 1 AddChat 1 AddChat 2 AddChat 3>
Greeting <NewChat if= V1 0 else GoMetBefore Say 1 AddChat 1 AddChat 2 AddChat 3 Memo 8>
GoMetBefore <Say 5 AddChat 4 AddChat 5>
result1 <NewChat V= 1 -1 Say 2 AddChat 4 AddChat 5>
result2 <NewChat V= 1 -1 Say 3 AddChat 4 AddCHat 5>
Expand All @@ -33,6 +36,7 @@ sub
Msg5 <Hello again. My offer is still good... How'd you like to be my partner in crime?>
Msg6 <Very good... There's a wide world of oppurtunity and vice out there for sharp young entrepreneurs like you and me. Meet me back here in a few minutes, I'll fill you in on the details then.>
Msg7 <That's too bad. I could really use someone with your obvious talents on my side... If you ever change your mind, be sure to come back.>
Msg8 <\ELEMENT 2 in Hogye offered to help you make some illicit cash.>
prompt1 <Megi really can't take a joke.>
prompt2 <Yes, I am.>
prompt3 <If I was, would I be so obvious!?>
Expand All @@ -45,10 +49,13 @@ sub
% Gosh, that sounds like The Sims, doesn't it?
% Var 1 = Has received parking ticket briefing.

start <ifNPCOK E2 else GoEndPlot>
GoEndPlot <AdvancePlot 0>

sub
Persona 2
greeting <NewChat if= P1 0 else GoMissionStarted P= 1 1 Say 1 AddChat 1 AddChat 2 AddChat 3>
GoMissionStarted <ifPersona E3 else GoGuardDead if= P1 2 else GoNotComplete Say 6 AddChat 4>
GoMissionStarted <ifNPCOK E3 else GoGuardDead if= P1 2 else GoNotComplete Say 6 AddChat 4>
GoGuardDead <Say 7 AddChat 4>
GoNotComplete <NewChat Say 5>

Expand Down Expand Up @@ -120,7 +127,8 @@ sub


Plot 2

start <ifNPCOK E2 else GoEndPlot>
GoEndPlot <AdvancePlot 0>
sub
Persona 2
greeting <NewChat ifG PCRep 6 35 else GoMedRep Say 7 AddReact 10 MechaPrize .BMek2 AdvancePlot 0>
Expand Down
4 changes: 2 additions & 2 deletions Series/ARC_TS_Hyolee.txt
Original file line number Diff line number Diff line change
Expand Up @@ -33,9 +33,9 @@ sub
result7 <NewChat Say 8 AddChat 4 AddChat 3>
result8 <NewChat AdvancePlot 0 DeleteKeyItem E4 History 17 V= 1 2 Say 12 XPV 100 AddReact 5 AddChat 10 AddChat 11>
result9 <NewChat Say 13>
result10 <EndChat ifPersona E3 else GoReallyDead Reputation 2 -5 Say 14 DeleteChar E3>
result10 <EndChat ifNPCOK E3 else GoReallyDead Reputation 2 -5 Say 14 DeleteChar E3>
GoReallyDead <Reputation 2 1 Say 14>
result11 <NewChat ifPersona E3 else GoFluffyDied NewChat Reputation 1 1 Say 15 CashPrize d100 DeleteChar E3>
result11 <NewChat ifNPCOK E3 else GoFluffyDied NewChat Reputation 1 1 Say 15 CashPrize d100 DeleteChar E3>
GoFluffyDied <Reputation 2 -2 Say 16>
result12 <NewChat Say 8>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_BarChat1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ Plot 0

% V1 = Time Limit

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_BartenderSearch.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Plot 0
rumor <adventures always seem to begin in bars. It's a convention which transcends all genres.>

% Time limit - this plot will fade after a short time.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 15000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 15000>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_Basement.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Plot 0
% P3 = Have been given email
% P4 = Have picked up the skull

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 21600 Compose GET E2 .get>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 21600 Compose GET E2 .get>
GoCheckTime <ifG ComTime V1 if= P2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>
.get <if= P4 0 P= 4 1 XPV 100>
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_BioHunt.txt
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ Plot 0

% Time limit. This plot will conclude in one day, or immediately
% if NPC E2 is killed.
start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
4 changes: 2 additions & 2 deletions Series/PLOT_BountyHunt1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ Plot 0
rumor <!1 just posted a bounty notice for a wanted criminal.>

% Time limit - this plot will fade after a short time.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 70000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 70000>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down Expand Up @@ -172,7 +172,7 @@ sub
Plot 2
% The player won the battle.
% Time limit - this plot will fade after a short time.
START <Memo 1 ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 150000>
START <Memo 1 ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 150000>
GotoCheckTime <ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>
Msg1 <\ELEMENT 1 in \SCENE EScene 1 offered you a bounty hunting mission.>
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_BountyJob1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ Plot 0

% Time limit. This plot will conclude in one day, or immediately
% if NPC E2 is killed.
start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
4 changes: 2 additions & 2 deletions Series/PLOT_BusinessDeal.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ plot 0
element2 <Faction Corporate>
element3 <Character Executive !Comrade 2 !Far 1>

start <ifPersona E1 else GoDelete ifPersona E3 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200 News d5>
start <ifNPCOK E1 else GoDelete ifNPCOK E3 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200 News d5>
GoCheckTime <ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down Expand Up @@ -130,7 +130,7 @@ Plot 1
% if P1=1, PC has arranged a better deal.
% P2 = Have told about worse deal...

start <ifPersona E1 else GoDelete ifPersona E3 else GoDelete Memo 101>
start <ifNPCOK E1 else GoDelete ifNPCOK E3 else GoDelete Memo 101>
GoDelete <AdvancePlot 0>

Msg101 <\ELEMENT 1 in \SCENE EScene 1 asked you to speak with \ELEMENT 3 in \SCENE EScene 3 about the city utilities contract.>
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_CorpJob1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ Plot 0

% Time limit. This plot will conclude in one day, or immediately
% if NPC E2 is killed.
start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_CorpJob2.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Plot 0
% Element 2 = Difficulcy Level

% Time limit - this plot will fade after a short time.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 75000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 75000>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_DonateBlood.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Plot 0

% V1 : Timer

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>
sub
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_Enemy1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ Plot 1
element1 <Character ArchEnemy Sociable !G>

% Time limit - this plot will fade after a short time.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 5000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 5000>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
6 changes: 3 additions & 3 deletions Series/PLOT_F2Hooch.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,17 +8,17 @@ Plot 0
element3 <Character !Near 1 Sociable Cheerful>
element4 <Prefab>

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckE3 V= 1 ComTime V+ 1 86400 FreezeChar E3>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckE3 V= 1 ComTime V+ 1 86400 FreezeChar E3>
GoCheckE3 <if= SceneID E2 else GoCheckTime if= EScene 3 E2 else GoCheckTime AdvancePlot 1>
GoCheckTime <if# SceneID 0 ifG 50 PCRep 6 else GoDelete ifG ComTime V1 Goto GoDelete>
GoDelete <ifPersona E3 else GoE3Died MoveChar E3 E2 AdvancePlot 0>
GoDelete <ifNPCOK E3 else GoE3Died MoveChar E3 E2 AdvancePlot 0>
GoE3Died <MoveCHar E4 E2 AdvancePlot 0>

sub
Persona 1
rumor <!1 has a whisky still outside of town.>
greeting <NewChat if= P1 0 else GoRealStart Say 8 AdvancePlot 0>
GoRealStart <ifG P1 0 else GoFalseStart ifPersona E3 else GoE3Died if= EScene 3 E2 else GoNoRescue Say 2 XPV 150 AdvancePlot 0>
GoRealStart <ifG P1 0 else GoFalseStart ifNPCOK E3 else GoE3Died if= EScene 3 E2 else GoNoRescue Say 2 XPV 150 AdvancePlot 0>
GoNoRescue <Say 1 AddChat 1>
GoFalseStart <SayAnything>
GoE3Died <Say 4 AdvancePlot 0>
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_FinalRest.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Plot 0
Element3 <Prefab>

% Time limit - this plot will fade after a short time.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 70000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 70000>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_Gift.txt
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ Plot 0
Element1 <Character Leader Renowned Cheerful>

% Time limit code.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 30000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 30000>
GotoCheckTime <ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_GuardJob1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ Plot 0

% Time limit. This plot will conclude in one day, or immediately
% if NPC E2 is killed.
start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_GuardJob4.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Plot 0


% Time limit - this plot will fade after about half a day.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 43450>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 43450>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
4 changes: 2 additions & 2 deletions Series/PLOT_HunterJob1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Plot 0
Element3 <Prefab>

% Time limit - this plot will fade after a short time.
START <ifPersona E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 17000>
START <ifNPCOK E1 else GoDelete if= V1 0 else GotoCheckTime V= 1 ComTime V+ 1 17000>
GotoCheckTime <ifG ComTime V1 if= V2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand All @@ -22,7 +22,7 @@ sub
rumor <!1 needs a hunter to make a dungeon run.>
greeting <NewChat if= P2 0 else GoBeenBefore P= 2 1 ifG React d100 else GoNoJob ifG PCRep 6 d100 else GoNoJob Say 6 AddChat 9 AddChat 7 AddChat 8>

GoBeenBefore <if= P2 2 else GoDelete Say d5 ifPersona E3 else GoBanditDead AddChat d2 V= 2 2 V+ 2 d2 AddChat V2>
GoBeenBefore <if= P2 2 else GoDelete Say d5 ifNPCOK E3 else GoBanditDead AddChat d2 V= 2 2 V+ 2 d2 AddChat V2>
GoBanditDead <V= 2 4 V+ 2 d2 AddChat V2>
GoNoJob <V= 2 6 V+ 2 d4 Say V2 AdvancePlot 0>
GoDelete <SayAnything AdvancePlot 0>
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_Justice.txt
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@ Plot 0
% V1 = Time Limit
% V2 = Encounter PV

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200 Compose ENC 1 .encounter>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 43200 Compose ENC 1 .encounter>
GoCheckTime <ifG ComTime V1 if= L2 0 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_LMBetrayal.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Plot 0
% V1 = Initialization counter
% V2 = Have started combat

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 432000 Compose EWM E2 .ambush Compose EWM E3 .ambush Compose EWM E4 .ambush>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 432000 Compose EWM E2 .ambush Compose EWM E3 .ambush Compose EWM E4 .ambush>
GoDelete <AdvancePlot 0>

.ambush <Goto GoAmbush>
Expand Down
6 changes: 3 additions & 3 deletions Series/PLOT_LMJustice.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Plot 0
% P101 = PC's initial HEROISM
% P102 = PC's initial LAWFULNESS

start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 10000 V= 101 PCRep 1 V= 102 PCRep 2>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 10000 V= 101 PCRep 1 V= 102 PCRep 2>
GoDelete <AdvancePlot 0>
GoCheckTime <ifG ComTime V1 ifG NPCRep E1 1 -1 else GoCheckChaos ifG -10 PCRep 1 else GoCheckMinor ifG PCRep 1 V101 else GoQuit Goto GoWarn>
GoCheckMinor <ifG 0 PCRep 1 else GoCheckChaos ifG V101 PCRep 1 else GoWarn Goto GoQuit>
Expand All @@ -21,7 +21,7 @@ Plot 0

sub
Plot 1
start <ifPersona E1 else GoDelete ifNPCInPlay E1 else GoEmail ifScene .scenedesc ForceChat E1>
start <ifNPCOK E1 else GoDelete ifNPCInPlay E1 else GoEmail ifScene .scenedesc ForceChat E1>
GoDelete <AdvancePlot 0>
GoEmail <PCNoRelation E1 advanceplot 3 NPCQuitLance E1>
.scenedesc <Town>
Expand Down Expand Up @@ -71,7 +71,7 @@ sub
end

Plot 2
start <ifPersona E1 else GoDelete ifScene .scenedesc ForceChat E1>
start <ifNPCOK E1 else GoDelete ifScene .scenedesc ForceChat E1>
GoDelete <AdvancePlot 0>
.scenedesc <Town>
sub
Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_LeaderJob1.txt
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ Plot 0

% Time limit. This plot will conclude in one day, or immediately
% if NPC E1 is killed.
start <ifPersona E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E1 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
2 changes: 1 addition & 1 deletion Series/PLOT_LeaderJob2.txt
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ Plot 0

% Time limit. This plot will conclude in one day, or immediately
% if NPC E2 is killed.
start <ifPersona E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
start <ifNPCOK E2 else GoDelete if= V1 0 else GoCheckTime V= 1 ComTime V+ 1 86400>
GoCheckTime <if= V2 0 ifG ComTime V1 AdvancePlot 0>
GoDelete <AdvancePlot 0>

Expand Down
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