Passerby character with more dialog, to teach ai when it's weird to speak

main
parent 0be90d9738
commit 9e5b682b72

@ -1,5 +1,4 @@
[ [
{can_hear: [NPC_Daniel, NPC_Raphael]} {can_hear: [NPC_Daniel, NPC_Raphael]}
{enum: NPC_Devil, dialog: "What's up cracker jack", to: Daniel} {enum: NPC_Devil, dialog: "What's up cracker jack", to: Daniel}
{enum: NPC_Daniel, dialog: "What the hell are you talking about?", to: Devil} {enum: NPC_Daniel, dialog: "What the hell are you talking about?", to: Devil}
@ -22,6 +21,19 @@
{enum: NPC_Devil, dialog: "I'll take my leave them. Until next time!", to: Daniel} {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 a psycho...", to: Daniel}
{can_hear: [NPC_Daniel, NPC_Raphael, NPC_Passerby]}
{enum: NPC_Passerby, dialog: "Yo", to: Raphael}
{enum: NPC_Raphael, dialog: "What's up", to: Passerby}
{enum: NPC_Passerby, dialog: "What do you think of farmers", to: Raphael}
{enum: NPC_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: NPC_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: NPC_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: NPC_Passerby, dialog: "Nevermind I'll just take my leave, later.", to: Daniel}
/* /*
{can_hear: [NPC_WellDweller, NPC_Farmer, NPC_ManInBlack]}, {can_hear: [NPC_WellDweller, NPC_Farmer, NPC_ManInBlack]},
{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: 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"},

@ -77,4 +77,10 @@ CharacterGen characters[] = {
.name = "The Devil", .name = "The Devil",
.enum_name = "Devil", .enum_name = "Devil",
.prompt = CHARACTER_PROMPT_PREFIX("The Devil") "strange red beast, the devil himself, evil incarnate. You mercilessly mock everybody who talks to you, and are intending to instill absolute chaos.", .prompt = CHARACTER_PROMPT_PREFIX("The Devil") "strange red beast, the devil himself, evil incarnate. You mercilessly mock everybody who talks to you, and are intending to instill absolute chaos.",
},}; },
{
.name = "Passerby",
.enum_name = "Passerby",
.prompt = CHARACTER_PROMPT_PREFIX("Random Passerby") "random person, just passing by",
},
};

@ -2154,7 +2154,7 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
if(!found) if(!found)
{ {
PushWithLint(scratch.arena, &drama_errors, "Couldn't find NPC of kind %s in the current map", characters[want].enum_name); Log("Warning: NPC of kind %s isn't on the map, but has entries in the drama document\n", characters[want].enum_name);
} }
} }
Log("Propagated to %d name '%s'...\n", want, characters[want].name); Log("Propagated to %d name '%s'...\n", want, characters[want].name);

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