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Fixed final chapter deadend bug
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jwvhewitt committed Dec 2, 2017
1 parent 48e2f5d commit d02d091
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Showing 8 changed files with 99 additions and 10 deletions.
2 changes: 2 additions & 0 deletions history.txt
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
0.700 December 2 2017
- New graphics for fortress, spaceships
- Updated character generator (chargen.pp)
- ExpressDelivery info display now works (services.pp)
- Cosplay changed from separate program to main menu option (cosplay2.pas)
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Binary file added image/por_f_vanda(--Y).png
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Binary file added image/prop_mesh1.png
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6 changes: 0 additions & 6 deletions series/EGG_scenes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -50,12 +50,6 @@
name <Foyer>
desig <EntranceGrid>
special <SHAREDPALETTE>
sub
SuperProp
requires <*BattleShip>
SetTeam 2

end

room
name <PC's Room>
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95 changes: 93 additions & 2 deletions series/PLOT_CORE_Final.txt
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ Plot

% SubPlot1 is the confrontation intro
% This will handle the arch-enemy and load the other subplots
% SubPlot2 is the rally defenses subplot
% SubPlot2 is the rally defenses subplot
SubPlot1 <*CS_END_Intro 1>
SubPlot2 <*:CS_END_RallyDefenses>

Expand All @@ -53,4 +53,95 @@ Plot
Msg_3 <What did %city% do to deserve this? Those jerks from %me_name1% are acting like they own the place.>
CMsg_3 <if# ChatNPCFac %me_1% Accept>
end


Plot
name <No Enemy Faction Stub>
desc <Quick, give us an enemy to face.>
requires <(*CORE_FINAL|*CORE_F_PAL) F:-->

% Element1 is the mood for the conclusion
% Element2 is the new enemy faction
Element1 <Prefab>
Element2 <Faction !X -3 !X -7>

% P%id%01 = Defense Counter

% Everything starts when the PC enters the episode scene.
start <if= PlotStatus %plotid% 0 &SetEnemyFac %2% if= RootSceneID &EpisodeScene Alert %id%01 History %id%02 SetPlotStatus %plotid1% %id1% SetPlotStatus %plotid2% %id2% SetPlotStatus %plotid3% %id3% SetPlotStatus %plotid4% %id4% SetMood %1% &EpisodeScene>

&RallyDefenses <P= %id%01 1>
&ifDefensesRallied <if= P%id%01 1>

Msg%id%01 <As you enter \SCENE &EpisodeScene , you experience a distinct feeling of dread. Something big is about to happen here.>
Msg%id%02 <You found \SCENE &EpisodeScene under the control of \FACTION &EnemyFac .>

% SubPlot1 is the confrontation intro
% This will handle the arch-enemy and load the other subplots
% SubPlot2 is the rally defenses subplot
SubPlot1 <*CS_END_Intro 1>
SubPlot2 <*:CS_END_RallyDefenses>

inv
Mood 5
name <Conclusion Mood>
plot_type <*FactionRampage>
Element1 <Grab -2>
Update <if= v1 0 V= 1 1 News 1>
Msg1_1 <%city% under siege as \PERSONA &EnemyNPC 's personal forces take control.>
Msg1_2 <Mecha from \FACTION &EnemyFac take control of %city% under the orders of \PERSONA &EnemyNPC .>
Msg1_3 <\PERSONA &EnemyNPC has begun a purge of \PPR &EnemyNPC enemies from %city%; authorities powerless to stop the destruction.>
% Meme Messages
Msg_1 <When will the trouble with %me_name1% end?>
CMsg_1 <if# ChatNPCFac %me_1% Accept>
Msg_2 <Someone really ought to do something about %me_name1%... They must be stopped!>
CMsg_2 <if# ChatNPCFac %me_1% Accept>
Msg_3 <What did %city% do to deserve this? Those jerks from %me_name1% are acting like they own the place.>
CMsg_3 <if# ChatNPCFac %me_1% Accept>
end

Plot
name <No Enemy Faction; Maybe REDMA?>
desc <Quick, give us an enemy to face.>
requires <(*CORE_FINAL|*CORE_F_PAL) F:-- Common>

% Element1 is the mood for the conclusion
% Element2 is the new enemy faction
Element1 <Prefab>
Element2 <Faction !X -3 REDMA>

% P%id%01 = Defense Counter

% Everything starts when the PC enters the episode scene.
start <if= PlotStatus %plotid% 0 &SetEnemyFac %2% if= RootSceneID &EpisodeScene Alert %id%01 History %id%02 SetPlotStatus %plotid1% %id1% SetPlotStatus %plotid2% %id2% SetPlotStatus %plotid3% %id3% SetPlotStatus %plotid4% %id4% SetMood %1% &EpisodeScene>

&RallyDefenses <P= %id%01 1>
&ifDefensesRallied <if= P%id%01 1>

Msg%id%01 <As you enter \SCENE &EpisodeScene , you experience a distinct feeling of dread. Something big is about to happen here.>
Msg%id%02 <You found \SCENE &EpisodeScene under the control of \FACTION &EnemyFac .>

% SubPlot1 is the confrontation intro
% This will handle the arch-enemy and load the other subplots
% SubPlot2 is the rally defenses subplot
SubPlot1 <*CS_END_Intro 1>
SubPlot2 <*:CS_END_RallyDefenses>

inv
Mood 5
name <Conclusion Mood>
plot_type <*FactionRampage>
Element1 <Grab -2>
Update <if= v1 0 V= 1 1 News 1>
Msg1_1 <%city% under siege as \PERSONA &EnemyNPC 's personal forces take control.>
Msg1_2 <Mecha from \FACTION &EnemyFac take control of %city% under the orders of \PERSONA &EnemyNPC .>
Msg1_3 <\PERSONA &EnemyNPC has begun a purge of \PPR &EnemyNPC enemies from %city%; authorities powerless to stop the destruction.>
% Meme Messages
Msg_1 <When will the trouble with %me_name1% end?>
CMsg_1 <if# ChatNPCFac %me_1% Accept>
Msg_2 <Someone really ought to do something about %me_name1%... They must be stopped!>
CMsg_2 <if# ChatNPCFac %me_1% Accept>
Msg_3 <What did %city% do to deserve this? Those jerks from %me_name1% are acting like they own the place.>
CMsg_3 <if# ChatNPCFac %me_1% Accept>
end


4 changes: 2 additions & 2 deletions series/QUEST_MechaArena_Challenger.txt
Original file line number Diff line number Diff line change
Expand Up @@ -1537,8 +1537,8 @@ inv
CharDesc Female Sociable Passionate
Age 7
StatLine 17 10 16 13 14 12 10 15
SDL_Portrait <por_f_mechpilot(--Y).png>
SDL_Colors <152 61 97 255 212 195 220 80 10>
SDL_Portrait <por_f_vanda(--Y).png>
SDL_Colors <194 16 38 172 114 89 174 238 251>
SetTheme 1
SetSpecSkill 2
Initiative
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2 changes: 2 additions & 0 deletions series/STC_default.txt
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Expand Up @@ -1416,6 +1416,7 @@ Scale 2
RangedCombat 8
Initiative 10
Mesh 2
sdl_sprite <prop_mesh2.png>
sdl_SKIN <tex_building_pillbox.png>
sub
Turret
Expand Down Expand Up @@ -1444,6 +1445,7 @@ roguechar <&>
Scale 2
Mesh 1
sdl_SKIN <tex_building_pillbox.png>
sdl_sprite <prop_mesh1.png>
Frame 1


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