implemented NPC system and working bartender conversation
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// Everything the bartender ever says.
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//
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// These nodes share a title, which makes them a node group. Callers just
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// `<<detour Bartender_Talk>>` and Yarn runs the most specific variation whose
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// `when:` conditions pass. Adding a new variation later means adding a node,
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// not editing a growing <<if>> chain.
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//
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// Each variation sets $went_inside so the calling scene knows the verdict.
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title: Bartender_Talk
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---
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<<if $spoke_to_bartender>>
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<<if $revealed_fugue_to_bartender>>
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Bartender: Ah, still hazy? A drink?
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<<else>>
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Bartender: Ah, {$player_alias}. A drink?
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<<endif>>
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-> Yes, please.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> No, I have questions.
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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<<else>>
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<<set $spoke_to_bartender = true>>
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Bartender: Ah, {$player_alias}, back again?
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Narrator: What does he mean? "Back again?"
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-> Back? I have never been here.
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<<set $revealed_fugue_to_bartender = true>>
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Narrator: The bartender squints with a critical look.
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FACEWORK: He will tell on you. This is the face of a man who is not only here to tend the bar, but to watch, to observe. And to report back to his masters.
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Bartender: I could have sworn you are {$player_alias}, weren't you with Mr. Doss a few days ago?
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<<if $looking_for_doss neq true>>
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Narrator: Mr. Doss?
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PROVENANCE: Mr. Doss. We need to find him, appraise him, document our findings, file them, cross-reference them ...
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<<else>>
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CONFLUENCE: There he is again: Mr. Doss.
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<<endif>>
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<<set $self_lean_made_asset += 1>>
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Bartender: What can I get ya?
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-> What can you recommend?
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> Yes. I'll take the usual.
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Narrator: The bartender doesn't even flinch, while taking ingredients from the bar.
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PROVENANCE: We cannot remember these substances.
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AMNESTY: Is this really our favorite drink?
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<<set $self_lean_inheritor += 1>>
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> I am, and I have a few questions.
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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<<endif>>
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<<enter_environment>>
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===
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title: SC101_Hook_Drink_Bartender_Talk
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---
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Bartender: One Estate coming right up.
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<<if $had_the_estate_drink>>
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Narrator: He puts another amber drink before you.
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<<else>>
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<<set $had_the_estate_drink = true>>
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Narrator: He puts a deep amber drink before you.
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HOUSE POUR: It smells like old wood, oak, which went sour with age, like a library shelf that's been rained on once and dried wrong.
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Narrator: You take a sip.
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HOUSE POUR: Deceptively soft. Brown sugar, a little burnt. Vanilla that's actually oak-tannin doing an impression of vanilla.
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<<endif>>
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AMNESTY: Is that the taste of our favorite drink? I cannot remember ...
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-> Yes, it is!
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<<if $had_the_estate_drink neq true>>
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<<set $self_lean_inheritor += 1>>
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HOUSE POUR: Long, dry, faintly bitter - gentian root or scorched citrus pith - and it doesn't fade so much as recede, like it's waiting to be poured again.
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<<else>>
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HOUSE POUR: Long and dry, it recedes again.
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<<endif>>
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-> I don't think so.
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<<if $had_the_estate_drink neq true>>
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<<set $self_lean_inheritor -= 1>>
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HOUSE POUR: Bitter, at the end. Like it's waiting to be poured again.
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<<else>>
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HOUSE POUR: Still bitter.
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<<endif>>
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===
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title: SC101_Hook_Questions_Bartender_Talk
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---
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Bartender: Sure, what do you want to know?
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-> Question 1
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Bartender: Answer 1
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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-> Question 2
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Bartender: Answer 2
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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-> Nothing.
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Bartender: Alright.
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===
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 582cd3b2ab9274b8ca0737660a0d6b1a
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guid: 6b8ac538a619b45b8a197ad048a94505
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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@@ -1,65 +0,0 @@
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// Everything the bouncer ever says.
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//
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// These nodes share a title, which makes them a node group. Callers just
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// `<<detour Bouncer_Talk>>` and Yarn runs the most specific variation whose
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// `when:` conditions pass. Adding a new variation later means adding a node,
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// not editing a growing <<if>> chain.
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//
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// Each variation sets $went_inside so the calling scene knows the verdict.
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title: Bouncer_Talk
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when: once
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---
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Bouncer: Evening. Name on the list?
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You: Depends who's asking.
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-> I'm on the list.
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<<set $claimed_to_be_on_list = true>>
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<<check placement routine>>
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<<if $check_result>>
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Bouncer: ...you're not on the list.
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Bouncer: But it's slow tonight. Go on.
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<<set $went_inside = true>>
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<<else>>
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Bouncer: Nobody's on the list tonight. Especially not you.
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<<set $went_inside = false>>
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<<endif>>
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-> Let me through. <<if skill_rank("undisclosed") >= 2>>
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<<check undisclosed hard -1>>
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<<if $check_degree == "critical_success">>
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Bouncer: ...yeah. Yeah, okay.
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<<set $reputation += 2>>
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<<set $went_inside = true>>
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<<elseif $check_result>>
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Bouncer: Fine. Don't make it a thing.
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<<set $went_inside = true>>
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<<else>>
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Bouncer: Try that again and you're talking to the pavement.
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<<set $reputation -= 1>>
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<<set $went_inside = false>>
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<<endif>>
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-> Actually, I'll head home.
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Bouncer: Smart choice.
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<<set $went_inside = false>>
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===
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title: Bouncer_Talk
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when: $is_vip
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---
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Bouncer: Didn't even see you there. Go on in.
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<<set $went_inside = true>>
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===
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title: Bouncer_Talk
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when: $claimed_to_be_on_list
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---
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Bouncer: Still not on the list, I assume.
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Bouncer: Go on, before I change my mind.
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<<set $went_inside = true>>
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===
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title: Bouncer_Talk
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when: always
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---
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Bouncer: Back again.
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<<set $went_inside = true>>
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===
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