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-rw-r--r--content/learn/04.sequences/default.md143
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.