108 lines
4.4 KiB
Plaintext
108 lines
4.4 KiB
Plaintext
// Everything the bartender ever says.
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//
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// Stack discipline (the player comes back to the bar, so it matters):
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// `Bartender_Talk` is the node DialogueInteractable starts, so nothing is
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// waiting for it to return. Its branches therefore <<jump>> — they are the last
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// thing the node does — and each destination hands control back with
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// <<enter_environment>> itself. <<detour>> is only for sub-conversations that
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// have to resume the caller; a <<jump>> inside one would clear the return stack.
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title: Bartender_Talk
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position: -121,-60
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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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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> No, I have questions.
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<<jump 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 eq false>>
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<<set $looking_for_doss = 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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Bartender: Last time you tooke the Estate.
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Narrator: You ignore the jab.
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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> Whatever.
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<<jump 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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<<jump SC101_Hook_Drink_Bartender_Talk>>
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-> I am, and I have a few questions.
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<<jump SC101_Hook_Questions_Bartender_Talk>>
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<<endif>>
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===
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title: SC101_Hook_Drink_Bartender_Talk
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position: 116,222
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---
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// $had_the_estate_drink is written at the BOTTOM of this node, not here. The whole
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// node reads first-glass state — the pour, the taste, and the lean write under the
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// answer — and the glass is only recorded once all of it has run. Setting the flag
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// up here (as this node used to) leaves the tests below reading a flag this same
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// run already flipped, and the lean write can never fire.
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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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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 eq false>>
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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 eq false>>
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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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<<set $had_the_estate_drink = true>>
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<<enter_environment>>
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===
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title: SC101_Hook_Questions_Bartender_Talk
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position: -139,224
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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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-> Question 2
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Bartender: Answer 2
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-> Nothing.
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Bartender: Alright.
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<<enter_environment>>
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<<stop>>
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<<jump SC101_Hook_Questions_Bartender_Talk>>
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===
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