mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-16 23:20:43 +00:00
peasant: hook up some more dialog
This commit is contained in:
parent
344827d0a0
commit
d1e12097e6
@ -265,6 +265,7 @@ PEASANT1: peasant1.o
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peasant1.o: peasant1.s zp.inc inventory.inc \
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parse_input.inc \
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peasant1_actions.s DIALOG_PEASANT1.LZSA dialog_peasant1.inc \
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kerrek_actions.s \
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sprites/peasant_sprites.inc sprites/inventory_sprites.inc \
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graphics_peasantry/graphics_peasant1.inc \
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graphics_peasantry/priority_peasant1.inc \
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@ -318,6 +319,7 @@ PEASANT4: peasant4.o
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peasant4.o: peasant4.s zp.inc inventory.inc \
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parse_input.inc \
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peasant4_actions.s DIALOG_PEASANT4.LZSA dialog_peasant4.inc \
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kerrek_actions.s \
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graphics_peasantry/graphics_peasant4.inc sprites/peasant_sprites.inc \
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graphics_peasantry/priority_peasant4.inc \
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draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
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31
games/peasant/kerrek_actions.s
Normal file
31
games/peasant/kerrek_actions.s
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@ -0,0 +1,31 @@
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;=======================
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;=======================
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;=======================
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; Kerrek
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;=======================
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;=======================
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;=======================
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kerrek_verb_table:
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.byte VERB_LOOK
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.word kerrek_look-1
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.byte 0
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;=================
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; look
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;=================
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kerrek_look:
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lda CURRENT_NOUN
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cmp #NOUN_NONE
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beq kerrek_look_at
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jmp parse_common_look
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kerrek_look_at:
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ldx #<kerrek_look_at_message
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ldy #>kerrek_look_at_message
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jmp finish_parse_message
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@ -894,6 +894,7 @@ noun_lookup:
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.byte "TROGDOR",NOUN_TROGDOR|$80
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.byte "WATERFALL",NOUN_WATERFALL|$80
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.byte "WATER",NOUN_WATER|$80
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.byte "IN WELL",NOUN_IN_WELL|$80
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.byte "WELL",NOUN_WELL|$80
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.byte "WINDOW",NOUN_WINDOW|$80
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.byte "WOMAN",NOUN_WOMAN|$80
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@ -245,15 +245,15 @@ map_priority_hi:
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verb_tables_low:
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.byte <gary_verb_table ; 0 -- gary the horse
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.byte <gary_verb_table ; 1 -- top footprints
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.byte <gary_verb_table ; 2 -- wishing well
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.byte <kerrek_verb_table ; 1 -- top footprints
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.byte <wishing_well_verb_table ; 2 -- wishing well
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.byte <yellow_tree_verb_table ; 3 -- leaning tree
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.byte <waterfall_verb_table ; 4 -- waterfall
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verb_tables_hi:
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.byte >gary_verb_table ; 0 -- gary the horse
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.byte >gary_verb_table ; 1 -- top footprints
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.byte >gary_verb_table ; 2 -- wishing well
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.byte >kerrek_verb_table ; 1 -- top footprints
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.byte >wishing_well_verb_table ; 2 -- wishing well
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.byte >yellow_tree_verb_table ; 3 -- leaning tree
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.byte >waterfall_verb_table ; 4 -- waterfall
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@ -305,284 +305,99 @@ wear_mask:
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.if 0
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;=======================
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;=======================
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;=======================
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; Puddle
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; Kerrek
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;=======================
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;=======================
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;=======================
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puddle_verb_table:
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.byte VERB_GET
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.word puddle_get-1
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.byte VERB_TAKE
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.word puddle_take-1
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.byte VERB_STEAL
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.word puddle_steal-1
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.include "kerrek_actions.s"
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;=======================
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;=======================
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;=======================
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; Wishing Well
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;=======================
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;=======================
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;=======================
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wishing_well_verb_table:
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.byte VERB_LOOK
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.word puddle_look-1
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.byte 0
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;================
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; get
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;================
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puddle_get:
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puddle_steal:
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puddle_take:
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lda CURRENT_NOUN
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cmp #NOUN_ROCK
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beq puddle_get_rock
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cmp #NOUN_STONE
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beq puddle_get_rock
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; else "probably wish" message
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jmp parse_common_get
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puddle_get_rock:
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ldx #<puddle_get_rock_message
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ldy #>puddle_get_rock_message
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jmp finish_parse_message
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;=================
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; look
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;=================
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puddle_look:
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lda CURRENT_NOUN
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cmp #NOUN_ROCK
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beq puddle_look_at_rock
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cmp #NOUN_STONE
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beq puddle_look_at_rock
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cmp #NOUN_MUD
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beq puddle_look_at_mud
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cmp #NOUN_PUDDLE
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beq puddle_look_at_mud
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cmp #NOUN_NONE
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beq puddle_look_at
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jmp parse_common_look
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puddle_look_at:
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ldx #<puddle_look_at_message
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ldy #>puddle_look_at_message
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jmp finish_parse_message
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puddle_look_at_mud:
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ldx #<puddle_look_mud_message
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ldy #>puddle_look_mud_message
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jmp finish_parse_message
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puddle_look_at_rock:
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ldx #<puddle_get_rock_message
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ldy #>puddle_get_rock_message
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jmp finish_parse_message
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;=======================
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;=======================
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;=======================
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; Archery
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;=======================
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;=======================
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;=======================
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archery_verb_table:
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.byte VERB_ASK
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.word archery_ask-1
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.byte VERB_GET
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.word archery_get-1
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.byte VERB_GIVE
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.word archery_give-1
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.byte VERB_HALDO
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.word archery_haldo-1
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.byte VERB_LOOK
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.word archery_look-1
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.byte VERB_PLAY
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.word archery_play-1
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.byte VERB_STEAL
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.word archery_steal-1
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.word well_look-1
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.byte VERB_TALK
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.word archery_talk-1
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.byte VERB_TAKE
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.word archery_take-1
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.word well_talk-1
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.byte 0
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;================
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; ask
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;================
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archery_ask:
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; TODO
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jmp parse_common_ask
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;================
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; get
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;================
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archery_get:
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archery_steal:
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archery_take:
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lda CURRENT_NOUN
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cmp #NOUN_TARGET
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beq archery_get_target
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cmp #NOUN_ARROW
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beq archery_get_arrow
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; else "probably wish" message
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jmp parse_common_get
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archery_get_target:
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ldx #<archery_get_target_message
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ldy #>archery_get_target_message
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jmp finish_parse_message
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archery_get_arrow:
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ldx #<archery_get_arrow_message
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ldy #>archery_get_arrow_message
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jmp finish_parse_message
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;================
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; give
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;================
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archery_give:
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; TODO
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jmp parse_common_give
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;================
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; haldo
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;================
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archery_haldo:
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; TODO
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jmp parse_common_haldo
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;=================
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; look
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;=================
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archery_look:
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well_look:
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lda CURRENT_NOUN
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cmp #NOUN_DESK
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beq archery_look_at_desk
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cmp #NOUN_TARGET
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beq archery_look_at_target
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cmp #NOUN_ARCHER
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beq archery_look_at_archer
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cmp #NOUN_IN_WELL
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beq well_look_in_well
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cmp #NOUN_WELL
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beq well_look_at_well
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cmp #NOUN_TREE
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beq well_look_at_tree
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cmp #NOUN_CRANK
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beq well_look_at_crank
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cmp #NOUN_NONE
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beq archery_look_at
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beq well_look_at
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jmp parse_common_look
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archery_look_at:
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ldx #<archery_look_message
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ldy #>archery_look_message
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well_look_at:
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ldx #<well_look_at_message
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ldy #>well_look_at_message
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jmp finish_parse_message
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archery_look_at_archer:
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ldx #<archery_look_at_archer_message
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ldy #>archery_look_at_archer_message
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well_look_at_well:
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ldx #<well_look_at_well_message
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ldy #>well_look_at_well_message
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jmp finish_parse_message
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archery_look_at_target:
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ldx #<archery_look_at_target_message
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ldy #>archery_look_at_target_message
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well_look_at_crank:
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ldx #<well_look_at_crank_message
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ldy #>well_look_at_crank_message
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jmp finish_parse_message
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archery_look_at_desk:
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ldx #<archery_look_at_desk_message
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ldy #>archery_look_at_desk_message
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well_look_in_well:
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ldx #<well_look_in_well_message
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ldy #>well_look_in_well_message
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jmp finish_parse_message
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;================
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; play
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;================
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archery_play:
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lda CURRENT_NOUN
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cmp #NOUN_GAME
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beq archery_play_game
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jmp parse_common_unknown
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archery_play_game:
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ldx #<archery_play_game_message
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ldy #>archery_play_game_message
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well_look_at_tree:
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ldx #<well_look_at_tree_message
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ldy #>well_look_at_tree_message
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jmp finish_parse_message
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;================
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; talk
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;================
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archery_talk:
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; only talk if close
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lda PEASANT_X
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cmp #23
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bcc archery_talk_too_far
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; check Y too?
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; probably less than $7D?
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; actual game will walk you in if close
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; will it work from beind?
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well_talk:
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lda CURRENT_NOUN
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cmp #NOUN_MAN
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beq archery_talk_mendelev
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cmp #NOUN_GUY
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beq archery_talk_mendelev
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cmp #NOUN_DUDE
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beq archery_talk_mendelev
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cmp #NOUN_MENDELEV
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beq archery_talk_mendelev
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cmp #NOUN_ARCHER
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beq archery_talk_mendelev
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cmp #NOUN_WELL
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beq well_talk_well
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jmp parse_common_unknown
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archery_talk_mendelev:
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ldx #<archery_talk_mendelev_message
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ldy #>archery_talk_mendelev_message
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jsr partial_message_step
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ldx #<archery_talk_mendelev2_message
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ldy #>archery_talk_mendelev2_message
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jsr partial_message_step
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; add 1 point to score
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; make noise
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; but after the below somehow?
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ldx #<archery_talk_mendelev3_message
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ldy #>archery_talk_mendelev3_message
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well_talk_well:
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ldx #<well_talk_message
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ldy #>well_talk_message
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jmp finish_parse_message
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archery_talk_too_far:
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ldx #<archery_talk_far_message
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ldy #>archery_talk_far_message
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jmp finish_parse_message
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.endif
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;=======================
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;=======================
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;=======================
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@ -252,14 +252,14 @@ map_priority_hi:
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verb_tables_low:
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.byte <ned_cottage_verb_table ; 15 -- empty hut
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.byte <crooked_tree_verb_table ; 16 -- ned
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.byte <crooked_tree_verb_table ; 17 -- bottom footprints
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.byte <kerrek_verb_table ; 17 -- bottom footprints
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.byte <crooked_tree_verb_table ; 18 -- cottage lady
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.byte <crooked_tree_verb_table ; 19 -- crooked tree
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verb_tables_hi:
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.byte >ned_cottage_verb_table ; 15 -- empty hut
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.byte >crooked_tree_verb_table ; 16 -- ned
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.byte >crooked_tree_verb_table ; 17 -- bottom footprints
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.byte >kerrek_verb_table ; 17 -- bottom footprints
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.byte >crooked_tree_verb_table ; 18 -- cottage lady
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.byte >crooked_tree_verb_table ; 19 -- crooked tree
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@ -313,203 +313,19 @@ puddle_look_at_rock:
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ldx #<puddle_get_rock_message
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ldy #>puddle_get_rock_message
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jmp finish_parse_message
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.endif
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;=======================
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;=======================
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;=======================
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; Archery
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; Kerrek
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;=======================
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;=======================
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;=======================
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archery_verb_table:
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.byte VERB_ASK
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.word archery_ask-1
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.byte VERB_GET
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.word archery_get-1
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.byte VERB_GIVE
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.word archery_give-1
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.byte VERB_HALDO
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.word archery_haldo-1
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.byte VERB_LOOK
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.word archery_look-1
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.byte VERB_PLAY
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.word archery_play-1
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.byte VERB_STEAL
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.word archery_steal-1
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.byte VERB_TALK
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.word archery_talk-1
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.byte VERB_TAKE
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.word archery_take-1
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.byte 0
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;================
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; ask
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;================
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archery_ask:
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; TODO
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jmp parse_common_ask
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;================
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; get
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;================
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archery_get:
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archery_steal:
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archery_take:
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lda CURRENT_NOUN
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cmp #NOUN_TARGET
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beq archery_get_target
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cmp #NOUN_ARROW
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beq archery_get_arrow
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; else "probably wish" message
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jmp parse_common_get
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archery_get_target:
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ldx #<archery_get_target_message
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ldy #>archery_get_target_message
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jmp finish_parse_message
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archery_get_arrow:
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ldx #<archery_get_arrow_message
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ldy #>archery_get_arrow_message
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jmp finish_parse_message
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;================
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; give
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;================
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archery_give:
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; TODO
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jmp parse_common_give
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;================
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; haldo
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;================
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archery_haldo:
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; TODO
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jmp parse_common_haldo
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;=================
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; look
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;=================
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archery_look:
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lda CURRENT_NOUN
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cmp #NOUN_DESK
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beq archery_look_at_desk
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cmp #NOUN_TARGET
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beq archery_look_at_target
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cmp #NOUN_ARCHER
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beq archery_look_at_archer
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cmp #NOUN_NONE
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beq archery_look_at
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jmp parse_common_look
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archery_look_at:
|
||||
ldx #<archery_look_message
|
||||
ldy #>archery_look_message
|
||||
jmp finish_parse_message
|
||||
|
||||
archery_look_at_archer:
|
||||
ldx #<archery_look_at_archer_message
|
||||
ldy #>archery_look_at_archer_message
|
||||
jmp finish_parse_message
|
||||
|
||||
archery_look_at_target:
|
||||
ldx #<archery_look_at_target_message
|
||||
ldy #>archery_look_at_target_message
|
||||
jmp finish_parse_message
|
||||
|
||||
archery_look_at_desk:
|
||||
ldx #<archery_look_at_desk_message
|
||||
ldy #>archery_look_at_desk_message
|
||||
jmp finish_parse_message
|
||||
|
||||
|
||||
;================
|
||||
; play
|
||||
;================
|
||||
archery_play:
|
||||
lda CURRENT_NOUN
|
||||
|
||||
cmp #NOUN_GAME
|
||||
beq archery_play_game
|
||||
|
||||
jmp parse_common_unknown
|
||||
|
||||
archery_play_game:
|
||||
ldx #<archery_play_game_message
|
||||
ldy #>archery_play_game_message
|
||||
jmp finish_parse_message
|
||||
|
||||
;================
|
||||
; talk
|
||||
;================
|
||||
archery_talk:
|
||||
|
||||
; only talk if close
|
||||
lda PEASANT_X
|
||||
cmp #23
|
||||
bcc archery_talk_too_far
|
||||
; check Y too?
|
||||
; probably less than $7D?
|
||||
; actual game will walk you in if close
|
||||
; will it work from beind?
|
||||
|
||||
lda CURRENT_NOUN
|
||||
|
||||
cmp #NOUN_MAN
|
||||
beq archery_talk_mendelev
|
||||
cmp #NOUN_GUY
|
||||
beq archery_talk_mendelev
|
||||
cmp #NOUN_DUDE
|
||||
beq archery_talk_mendelev
|
||||
cmp #NOUN_MENDELEV
|
||||
beq archery_talk_mendelev
|
||||
cmp #NOUN_ARCHER
|
||||
beq archery_talk_mendelev
|
||||
|
||||
jmp parse_common_unknown
|
||||
|
||||
archery_talk_mendelev:
|
||||
ldx #<archery_talk_mendelev_message
|
||||
ldy #>archery_talk_mendelev_message
|
||||
jsr partial_message_step
|
||||
|
||||
ldx #<archery_talk_mendelev2_message
|
||||
ldy #>archery_talk_mendelev2_message
|
||||
jsr partial_message_step
|
||||
|
||||
; add 1 point to score
|
||||
; make noise
|
||||
; but after the below somehow?
|
||||
|
||||
ldx #<archery_talk_mendelev3_message
|
||||
ldy #>archery_talk_mendelev3_message
|
||||
jmp finish_parse_message
|
||||
|
||||
|
||||
archery_talk_too_far:
|
||||
ldx #<archery_talk_far_message
|
||||
ldy #>archery_talk_far_message
|
||||
jmp finish_parse_message
|
||||
.include "kerrek_actions.s"
|
||||
|
||||
.if 0
|
||||
|
||||
|
||||
;=======================
|
||||
|
@ -16,6 +16,7 @@
|
||||
.byte "You strap the Kerrek's belt buckle around your waist. Oh boy. You sure stink now.",0
|
||||
|
||||
; + look
|
||||
kerrek_look_at_message:
|
||||
.byte "There are large hoof prints in the grass here.",0
|
||||
|
||||
; + look (no Kerrek)
|
||||
@ -23,7 +24,8 @@
|
||||
|
||||
; + look (living Kerrek)
|
||||
; + look footprints/tracks (living Kerrek)
|
||||
.byte "It's the Kerrek, you moron! Get outta here!",0
|
||||
.byte "It's the Kerrek, you moron!",13
|
||||
.byte "Get outta here!",0
|
||||
|
||||
; + look footprints/tracks (Kerrek not present)
|
||||
.byte "If you weren't a simpleton you might think these were Kerrek prints. But since you are a simpleton, you just go, 'Yay! Piggies!' ",0
|
||||
@ -39,16 +41,25 @@
|
||||
|
||||
; + buy kerrek a cold one (in the Kerrek's domain while he's still alive)
|
||||
; (Warning: This speeds the Kerrek up, so be careful.)
|
||||
.byte "The kerrek is a teetotaller and is offended by your offer. You've really cheesed him off now.",0
|
||||
.byte "The kerrek is a teetotaller",13
|
||||
.byte "and is offended by your",13
|
||||
.byte "offer. You've really",13
|
||||
.byte "cheesed him off now.",0
|
||||
|
||||
; + make friends with kerrek
|
||||
.byte "Look, it didn't work for Strongbad and it's not gonna work for you either.",0
|
||||
.byte "Look, it didn't work for",13
|
||||
.byte "Strongbad and it's not",13
|
||||
.byte "gonna work for you either.",0
|
||||
|
||||
; + load / save (while he's still alive)
|
||||
.byte "You can't be fumbling with a floppy while the Kerrek is bearing down on you.",0
|
||||
.byte "You can't be fumbling with",13
|
||||
.byte "a floppy while the Kerrek",13
|
||||
.byte "is bearing down on you.",0
|
||||
|
||||
; + kill kerrek (he is there, no bow or arrow)
|
||||
.byte "With what?! You got no weapons except your butter-knife wit.",0
|
||||
.byte "With what?! You got no",13
|
||||
.byte "weapons except your",13
|
||||
.byte "butter-knife wit.",0
|
||||
|
||||
; + kill kerrek (he is there, you have arrow but not bow)
|
||||
.byte "With what?! You gonna throw that arrow at him?",0
|
||||
@ -66,10 +77,15 @@
|
||||
.byte "Eww! No way. That thing's got some serious Kerrek-Brand kooties on it now.",0
|
||||
|
||||
; + get kerrek
|
||||
.byte "Well, he does smell real bad. But he's a bit too big to fit in your pocket.",0
|
||||
.byte "Well, he does smell real",13
|
||||
.byte "bad. But he's a bit too big",13
|
||||
.byte "to fit in your pocket.",0
|
||||
|
||||
; + look belt (still alive)
|
||||
.byte "Yecch. I wouldn't touch that unless it was, like, an important quest item or something.",0
|
||||
.byte "Yecch. I wouldn't touch",13
|
||||
.byte "that unless it was, like,",13
|
||||
.byte "an important quest item or",13
|
||||
.byte "something.",0
|
||||
|
||||
; + look kerrek (immediately after killing him)
|
||||
.byte "He dead. And the only thing of value on him is his stinky belt buckle.",0
|
||||
@ -84,7 +100,13 @@
|
||||
.byte "He dead. He wasn't fat, he was just big boned! Poor pig-man.",0
|
||||
|
||||
; + talk kerrek (while he is alive)
|
||||
.byte "'Me llamo Julio,' you begin... It seems only to further anger the already tempramental Kerrek. That stupid 'Learn Kerrek in 3 Weeks' cassette did nothing for you!",0
|
||||
.byte 34,"Me llamo Julio,",34," you",13
|
||||
.byte "begin... It seems only to",13
|
||||
.byte "further anger the already",13
|
||||
.byte "tempramental Kerrek. That",13
|
||||
.byte "stupid ",34,"Learn Kerrek in 3",13
|
||||
.byte "Weeks",34," cassette did",13
|
||||
.byte "nothing for you!",0
|
||||
|
||||
|
||||
|
||||
|
@ -150,24 +150,29 @@ gary_talk_message:
|
||||
;=========================
|
||||
|
||||
; (Leave the screen after putting the baby in the bucket)
|
||||
.byte "ice try. Ditch the baby at the bottom of the well, eh? Thought you'd be able to just walk away and it's nothing by mead and wenches from now on, huh? Well guess what? You dead. Thanks for playing.",0
|
||||
.byte "Nice try. Ditch the baby at the bottom of the well, eh? Thought you'd be able to just walk away and it's nothing by mead and wenches from now on, huh? Well guess what? You dead. Thanks for playing.",0
|
||||
|
||||
; + look
|
||||
well_look_at_message:
|
||||
.byte "There's a really generic well here. Oh, and apparently it's autumn on this screen.",0
|
||||
|
||||
; + look well
|
||||
well_look_at_well_message:
|
||||
.byte "Pretty average. You're not a big well person. You're more into bridges. It does have a cute little bucket though. Your dad liked buckets. Oh, and there's a metal crank too. Meemaw loved cranks.",0
|
||||
|
||||
; + look crank (before putting pebbles in the bucket)
|
||||
well_look_at_crank_message:
|
||||
.byte "It looks rusted in place.",0
|
||||
|
||||
; + look crank (after putting pebbles in the bucket)
|
||||
.byte "That is a bonafide crank. It seems to work now.",0
|
||||
|
||||
; + look in well
|
||||
well_look_in_well_message:
|
||||
.byte "It's dark and welly in there. Smell like stank too.",0
|
||||
|
||||
; + look tree
|
||||
well_look_at_tree_message:
|
||||
.byte "That's one orange tree alright.",0
|
||||
|
||||
; +2 POINTS
|
||||
@ -257,6 +262,7 @@ gary_talk_message:
|
||||
.byte "Riiight, right. Which ones?",0
|
||||
|
||||
; + talk well
|
||||
well_talk_message:
|
||||
.byte "You yell into the well and enjoy the echo. Keep in mind there are no stereos yet.",0
|
||||
|
||||
|
||||
|
@ -178,5 +178,6 @@ NOUN_IN_HAY = 98
|
||||
NOUN_PUDDLE = 99
|
||||
NOUN_MENDELEV = 100
|
||||
NOUN_BLEED = 101
|
||||
NOUN_IN_WELL = 102
|
||||
;
|
||||
NOUN_UNKNOWN = 102
|
||||
NOUN_UNKNOWN = 103
|
||||
|
Loading…
Reference in New Issue
Block a user