From: MegaBrutal Date: Tue, 9 Mar 2021 02:45:00 +0000 (+0100) Subject: Add Peter & Clara afternoon dialogue X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=commitdiff_plain Add Peter & Clara afternoon dialogue modified: wgj58.js --- diff --git a/wgj58.js b/wgj58.js index e07d397..71b0484 100644 --- a/wgj58.js +++ b/wgj58.js @@ -606,6 +606,14 @@ class NPC_Saiki extends GameNPC { class NPC_Peter extends GameNPC { actionTalk() { + /* If Peter is happy, she's already teleported to Clara. */ + if (!this.happy) + this.actionTalk_morning(); + else + this.actionTalk_afternoon(); + } + + actionTalk_morning() { if (logic.saiki.alive) { switch (this.talkcount) { case 0: @@ -680,6 +688,49 @@ class NPC_Peter extends GameNPC { super.actionTalk(); } + actionTalk_afternoon () { + if (logic.bianca.alive) { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Hey John!" }, + { actor: logic.player, text: "Hey, what's up?" }, + { actor: this, text: "I just asked Clara out on a date!" }, + { actor: logic.clara, text: "Shhhsh, don't brag about it! I'm a person, not a prize." }, + { actor: this, text: "Sorry..." }, + { actor: logic.clara, text: "It's OK... Uhm... Sorry, John... I always liked Peter... but when you asked me out, I felt intimidated and a little uncomfortable." } ] )); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I'm sorry, Clara, I didn't mean to be inappropriate... situations like this are always so complicated..." }, + { actor: logic.clara, text: "Never mind, John. I didn't handle it properly either. Apology accepted." }, + { actor: this, text: "Everyone's happy, I guess." }, + { actor: logic.player, text: "Not really. Maybe I'm gonna be fired." }, + { actor: this, text: "Haha, you're a joker!" } ] )); + break; + case 2: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "*Whispers.* Khm, no offense, but it would be nice if you excused yourself and leave. You know how it is..." } ] )); + break; + case 3: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Oh, time goes so fast... I have to go. Bye!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "..." } ] )); + } + } + else { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." }, + { actor: logic.clara, text: "..." }, + { actor: logic.player, text: "Hey there!... Uhm... Don't you have anything better to do?" }, + { actor: this, text: "Yeah, I would totally have if you weren't been blocking the meeting room!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Get back to work! Don't make me say it again!" } ] )); + } + } + super.actionTalk(); + } + actionTake() { logic.closeDoor("saikidoor"); logic.openDoor("peterdoor"); @@ -690,12 +741,13 @@ class NPC_Peter extends GameNPC { } endTalk() { - return (logic.saiki.alive) && (this.talkcount < 3); + return (logic.saiki.alive) && (this.talkcount < 3) && (!this.happy); } tpDone(value) { console.log("Woot-woot! Teleport complete:", value); value.makeHappy(); + value.resetTalk(); logic.clara.makeHappy(); // FIXME: Need to find a prettier way than this. logic.clara.update = function() { }; // Disable Clara's interaction. (Peter will talk for him.)