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Diffstat (limited to 'content/learn/04.sequences')
| -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. |


