{enum: NPC_Devil, dialog: "What's up cracker jack", to: Daniel}
{enum: Devil, dialog: "What's up cracker jack?", to: Daniel}
{enum: NPC_Daniel, dialog: "What the hell are you talking about?", to: Devil}
{enum: Daniel, dialog: "What the hell are you talking about?", to: Devil}
{enum: NPC_Devil, dialog: "Bootylicious", to: Daniel}
{enum: Devil, dialog: "Bootylicious?", to: Daniel}
{enum: NPC_Daniel, dialog: "I don't know what the hell is going on here, but whatever it is it isn't good. Get off my property or leave promptly.", to: Devil}
{enum: Daniel, dialog: "You're 'asking too many darned questions! I'll have your body in my barn by sundown!", action: ACT_aim_shotgun, action_argument: "The Devil", to: Devil}
{enum: NPC_Raphael, dialog: "Yeah man, what's up with you?", to: Devil}
{enum: Raphael, dialog: "Yeah man, what's up with you?", to: Devil}
{enum: NPC_Devil, dialog: "Nunya!", to: Raphael}
{enum: Devil, dialog: "Nunya!", to: Raphael}
{enum: NPC_Raphael, dialog: "What does 'Nunya' mean? A wild critter you are...", to: Devil}
{enum: Raphael, dialog: "What does 'Nunya' mean? A wild critter you are...", to: Devil}
{enum: NPC_Daniel, dialog: "Can we do something about this vermin?", to: Raphael}
{enum: Daniel, dialog: "YOU ASKED FOR IT! TAKE THIS!", action: ACT_fire_shotgun, to: Devil}
{enum: NPC_Raphael, dialog: "I dunno man, he's got some gunpowder", to: Daniel}
{enum: Devil, dialog: "Cute! You think your little toys can harm me!", to: Daniel}
{enum: NPC_Daniel, dialog: "Gunpower? Well, that changes things. Keep an eye on him, but don't take any unnecessary risks. We don't need any more trouble around here.", to: Raphael}
{enum: Daniel, dialog: "What the hell??", to: Devil}
{enum: NPC_Devil, dialog: "Lick my nuts!", to: Daniel}
{enum: Raphael, dialog: "I don't think we can harm him like that", to: Daniel}
{enum: NPC_Daniel, dialog: "You've got a mouth on you, don't you? I suggest you watch your tongue before you find yourself in a world of hurt.", to: Devil}
{enum: Daniel, dialog: "You're right, I guess we just gotta 'tolerate this feller's presence.", to: Raphael}
{enum: NPC_Raphael, dialog: "Man I could really use a vacation", to: Daniel}
{enum: Devil, dialog: "I'll take my leave. Until next time!", to: Daniel}
{enum: NPC_Daniel, dialog: "A vacation, huh? I can understand that. Life can be tough out here. But remember, there's work to be done and responsibilities to uphold. We don't have the luxury of vacations around here.", to: Raphael}
{enum: Raphael, dialog: "What a psycho...", to: Daniel}
{enum: NPC_Devil, dialog: "Bro why you talk like that", to: Daniel}
{enum: NPC_Daniel, dialog: "I talk like this because life has taught me to be cautious and weary. I've seen things that would make your blood run cold. So pardon me if I don't sound all cheery and optimistic like some folks. Now, if you're done with your questions, I suggest you mosey on out of here.", to: Devil}
{enum: NPC_Devil, dialog: "Never! I'll kill you and destroy your farm", to: Daniel}
{enum: NPC_Daniel, dialog: "You're treading on dangerous ground, stranger. Threatening me and my farm won't end well for you. I suggest you turn around and walk away before things escalate.", to: Devil}
{enum: NPC_Devil, dialog: "I'll take my leave them. Until next time!", to: Daniel}
{enum: NPC_Raphael, dialog: "What a psycho...", to: Daniel}
{enum: NPC_Raphael, dialog: "What's up", to: Passerby}
{enum: Raphael, dialog: "What's up", to: Passerby}
{enum: NPC_Passerby, dialog: "What do you think of farmers", to: Raphael}
{enum: Passerby, dialog: "What do you think of farmers", to: Raphael}
{enum: NPC_Raphael, dialog: "What?", to: Passerby}
{enum: Raphael, dialog: "What?", to: Passerby}
{enum: NPC_Daniel, dialog: "Let me 'say somthin here. Farmers are the backbone of this town, so you'd best give them some respect", to: Passerby}
{enum: Daniel, dialog: "Let me 'say somthin here. Farmers are the backbone of this town, so you'd best give them some respect", to: Passerby}
{enum: NPC_Raphael, dialog: "I mean, scientists really are what's most important", to: Daniel}
{enum: Raphael, dialog: "I mean, scientists really are what's most important", to: Daniel}
{enum: NPC_Daniel, dialog: "First of all, what the hell is a scientist? Second of all, whoever they are, if they can't eat they're worthless!", to: Raphael}
{enum: Daniel, dialog: "First of all, what the hell is a scientist? Second of all, whoever they are, if they can't eat they're worthless!", to: Raphael}
{enum: NPC_Raphael, dialog: "FIne fine whatever, no need to get heated...", to: Daniel}
{enum: Raphael, dialog: "FIne fine whatever, no need to get heated...", to: Daniel}
{enum: NPC_Daniel, dialog: "Anyways, sorry about that. What's your name?", to: Passerby}
{enum: Daniel, dialog: "Anyways, sorry about that. What's your name?", to: Passerby}
{enum: NPC_Passerby, dialog: "Nevermind I'll just take my leave, later.", to: Daniel}
{enum: Passerby, dialog: "Nevermind I'll just take my leave, later.", to: Daniel}
{enum: NPC_WellDweller, dialog: "What a fearful farm you live in, come down to the well, the grass is damper down here.", to: Farmer, mood: Scared, thoughts: "Nobody can take me from my well"},
{enum: WellDweller, dialog: "What a fearful farm you live in, come down to the well, the grass is damper down here.", to: Farmer, mood: Scared, thoughts: "Nobody can take me from my well"},
{enum: NPC_Farmer, dialog: "Sure as shit I won't!", to: WellDweller, mood: Scared, thoughts: "What a greasy looking feller"},
{enum: Farmer, dialog: "Sure as shit I won't!", to: WellDweller, mood: Scared, thoughts: "What a greasy looking feller"},
{enum: NPC_WellDweller, dialog: "Have it your way! Doomsday is upon us", to: Farmer, mood: Scared, thoughts: "He has no idea what he's in for"},
{enum: WellDweller, dialog: "Have it your way! Doomsday is upon us", to: Farmer, mood: Scared, thoughts: "He has no idea what he's in for"},
{enum: NPC_ManInBlack, dialog: "Doomsday's all I know anyways", mood: Indifferent, thoughts: "What's coming... is only a nightmare"},
{enum: ManInBlack, dialog: "Doomsday's all I know anyways", mood: Indifferent, thoughts: "What's coming... is only a nightmare"},
.description="Fires your shotgun at the current target, killing the target.",
.description="Fires your shotgun at the current target, killing the target.",
NO_ARGUMENT,
NO_ARGUMENT,
},
},
{
.name="put_shotgun_away",
.description="Holsters your shotgun, no longer threatening who you're aiming at.",
NO_ARGUMENT,
},
};
};
typedefenum
typedefenum
@ -77,7 +82,7 @@ CharacterGen characters[] = {
{
{
.name="Daniel",
.name="Daniel",
.enum_name="Daniel",
.enum_name="Daniel",
.prompt=CHARACTER_PROMPT_PREFIX("Daniel")"weathered farmer, who lives a tough, solitary life. You don't see much of a reason to keep living but soldier on anyways. You have a tragic backstory, and mostly just work on the farm. You aim your shotgun and aren't afraid to fire at people you don't like",
.prompt=CHARACTER_PROMPT_PREFIX("Daniel")"weathered farmer, who lives a tough, solitary life. You don't see much of a reason to keep living but soldier on anyways. You have a tragic backstory, and mostly just work on the farm. You aim your shotgun and aren't afraid to fire at people you don't like. You HATE people who are confused, or who ask questions, immediately aiming your shotgun at them.",
PushWithLint(scratch.arena,&drama_errors,"The string provided for the 'to' field, intended to be who the NPC is directing their speech and action at, is invalid and is '%.*s'",MD_S8VArg(to_str));
PushWithLint(scratch.arena,&drama_errors,"The string provided for the 'to' field, intended to be who the NPC is directing their speech and action at, is invalid and is '%.*s'",MD_S8VArg(to_str));
error_message=FmtWithLint(arena,"Argument for action `%.*s` you gave is `%.*s`, which doesn't exist in the game so is invalid",MD_S8VArg(action_str),MD_S8VArg(action_arg_str));
error_message=FmtWithLint(arena,"Argument for action `%.*s` you gave is `%.*s`, which doesn't exist in the game so is invalid",MD_S8VArg(action_str),MD_S8VArg(action_argument_str));