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Diffstat (limited to 'content/learn/04.sequences/default.md')
| -rw-r--r-- | content/learn/04.sequences/default.md | 143 | 
1 files changed, 72 insertions, 71 deletions
| diff --git a/content/learn/04.sequences/default.md b/content/learn/04.sequences/default.md index cecbff8..8b56ee7 100644 --- a/content/learn/04.sequences/default.md +++ b/content/learn/04.sequences/default.md @@ -29,77 +29,78 @@ Sequences can take parameters.  **main.fate:** -         (fate_version 1) - -         (global int hero_money) - -         (set hero_money 42) - -         Once upon a time, starting a story with these words wasn't considered -         a cliche. Starting in a tavern might also not be seen as very -         original.  Having the main character be an street orphan, raised by -         some mysterious sage all to end up as a mercenary with an uncommonly -         strong sense of honor probably isn't going to lead to any praises for -         novelty either. Maybe you should drink to that. -         (newline) -         Or maybe you shouldn't. This isn't your first mug. Not your second -         either.  Drinking to forget that you are a stereotypical hero isn't -         going to solve anything. Worse, the alcoholic trait is part of the -         image. -         (newline) -         As you contemplate your own pointless description, your gaze leaves -         what turns out to be an already empty glass in your hand and finds the -         barman. - -         (player_choice -            ( -               ( Ask the barman for a refill ) -               (visit get_a_refill) -            ) -            ( -               ( Fall asleep ) -               (jump_to fall_asleep) -            ) -         ) - -         (define_sequence pay ( (int cost) ) -            (set hero_money -               (- (var hero_money) (var cost)) -            ) -         ) - -         (define_sequence get_a_refill () -            (local int price_of_booze) - -            (set price_of_booze 12) - -            Staring straight at the barman, you raise your glass and proclaim: -            (newline) -            "This soon-to-be world savior needs more booze!" -            (newline) -            The barman's lack of reaction is disappointing, but seeing the beer -            being poured does help improve the mood. -            (newline) -            Satisfied, you hand the barman (var price_of_booze) copper coins. -            (visit pay (var price_of_booze)) -         ) - -         (define_sequence fall_asleep () -            Deciding to break away from the expected storyline, you promptly -            fall asleep. -            (newline) -            ... -            (newline) -            Upon waking up, your hard-trained reflexes inform you that someone -            stole all your money. -            (set hero_money 0) -            (newline) -            This set-back was more than you could take. You give up on this -            barely coherent story. -            (end) -         ) - -         (end) +{{< fatecode >}}(fate_version 1) + +(global int hero_money) + +(set hero_money 42) + +Once upon a time, starting a story with these words wasn't considered +a cliche. Starting in a tavern might also not be seen as very +original.  Having the main character be an street orphan, raised by +some mysterious sage all to end up as a mercenary with an uncommonly +strong sense of honor probably isn't going to lead to any praises for +novelty either. Maybe you should drink to that. +(newline) +Or maybe you shouldn't. This isn't your first mug. Not your second +either.  Drinking to forget that you are a stereotypical hero isn't +going to solve anything. Worse, the alcoholic trait is part of the +image. +(newline) +As you contemplate your own pointless description, your gaze leaves +what turns out to be an already empty glass in your hand and finds the +barman. + +(player_choice +   ( +      ( Ask the barman for a refill ) +      (visit get_a_refill) +   ) +   ( +      ( Fall asleep ) +      (jump_to fall_asleep) +   ) +) + +(define_sequence pay ( (int cost) ) +   (set hero_money +      (- (var hero_money) (var cost)) +   ) +) + +(define_sequence get_a_refill () +   (local int price_of_booze) + +   (set price_of_booze 12) + +   Staring straight at the barman, you raise your glass and proclaim: +   (newline) +   "This soon-to-be world savior needs more booze!" +   (newline) +   The barman's lack of reaction is disappointing, but seeing the beer +   being poured does help improve the mood. +   (newline) +   Satisfied, you hand the barman (var price_of_booze) copper coins. +   (visit pay (var price_of_booze)) +) + +(define_sequence fall_asleep () +   Deciding to break away from the expected storyline, you promptly +   fall asleep. +   (newline) +   ... +   (newline) +   Upon waking up, your hard-trained reflexes inform you that someone +   stole all your money. +   (set hero_money 0) +   (newline) +   This set-back was more than you could take. You give up on this +   barely coherent story. +   (end) +) + +(end) +{{< /fatecode >}}  * `(visit get_a_refill)` makes a visit to the sequence `get_a_refill`. Since     that sequence does not take parameters, none need to be provided. | 


