## REAL ROOM room "start", clear: false before: (from) -> if (!from) salet.character.beat = 0 state.setTag("weather", "warm") state.setTag("mood", "calm") return "intro".l() dsc: () -> "dsc".l(Improv, state) afterChoices: () -> if ( salet.character.lastBeat() > 3 and salet.character.heard_call != true and salet.character.knows_margo and salet.character.knows_alexey ) salet.character.killed = true salet.character.beat = salet.progress.sequence.length salet.goTo("killed") writers: window: () -> # re-enter the room, reroll the description salet.view.clearContent() salet.here().entering("start") return ""+procgen("window")+"" ## ACTUALLY DIALOGUES dlg = (name) -> return room(name, { before: () -> if salet.character["knows_#{name}"] != true salet.character["knows_#{name}"] = true return "meet_#{name}".l() choices: "##{name}", dsc: () -> "#{name}_dsc".l(Improv, state) }) dlg_bye = (name) -> return room("#{name}_bye", { clear: false tags: [name] optionText: "bye".l() dsc: "#{name}_bye".l() after: () -> return salet.goTo("start") }) dlg("alexey") dlg("margo") dialogue "alexey_mood".l(), "alexey", "alexey", "alexey_mood_answ".l() dialogue "alexey_speed".l(), "alexey", "alexey", "alexey_speed_answ".l() dlg_bye("alexey") dlg_bye("margo") room "killed", clear: false choices: "#killed" dsc: "story_call".l() room "killed2", clear: false optionText: "killed2_option".l() dsc: "killed2".l() tags: ["killed"] choices: "#killed" room "killed3", clear: false optionText: "killed3_option".l() dsc: "killed3".l() tags: ["killed"] canView: () -> true if salet.isVisited("killed2") room "killed4_a", clear: false optionText: "killed4_option_a".l() dsc: "killed4_a".l() tags: ["killed"] canView: () -> true if salet.isVisited("killed3") room "killed4_b", clear: false optionText: "killed4_option_b".l() dsc: "killed4_b".l() tags: ["killed"] canView: () -> true if salet.isVisited("killed3")