Add helper NPC dialogue and interactions for mission assistance

- Created a new JSON file for the helper NPC with various dialogue options and interactions.
- Implemented responses for asking about the NPC, unlocking the CEO's office, and providing items.
- Enhanced trust-building mechanics with the NPC, allowing for item exchanges and hints based on player actions.
- Updated existing NPC dialogue to integrate new features and improve player guidance throughout the mission.
This commit is contained in:
Z. Cliffe Schreuders
2025-11-05 20:15:26 +00:00
parent 78cc3beab4
commit 2d0e30f157
14 changed files with 1043 additions and 169 deletions

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@@ -18,7 +18,6 @@
padding: 0;
background-color: #000;
color: #fff;
font-family: 'Arial', sans-serif;
position: relative;
overflow: hidden;
}
@@ -169,7 +168,6 @@
cursor: pointer;
text-align: left;
transition: all 0.1s ease;
font-family: 'Arial', sans-serif;
}
.person-chat-choice-button:hover {
@@ -201,7 +199,6 @@
cursor: pointer;
text-align: center;
transition: all 0.1s ease;
font-family: 'Arial', sans-serif;
flex: 0 0 auto;
}
@@ -252,7 +249,7 @@
border: 2px solid #ff0000;
color: #ff6b6b;
padding: 10px;
font-size: 13px;
font-size: 20px;
}
/* Scrollbar styling for dialogue box - not needed with transparent background */
@@ -275,15 +272,15 @@
}
.person-chat-speaker-name {
font-size: 12px;
font-size: 20px;
}
.person-chat-dialogue-text {
font-size: 14px;
font-size: 20px;
}
.person-chat-choice-button {
font-size: 12px;
font-size: 18px;
padding: 8px 12px;
}
}

618
docs/INK_BEST_PRACTICES.md Normal file
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@@ -0,0 +1,618 @@
# Ink Story Writing Best Practices for Break Escape
## Speaker Tags - Critical for Dialogue Attribution
Every dialogue block in Break Escape Ink stories must include a speaker tag comment. This tells the game engine WHO is speaking so it displays the correct character portrait and name.
### Speaker Tag Format
```ink
=== dialogue_block ===
# speaker:npc
This dialogue comes from the main NPC being talked to
```
### Tag Types
| Tag Format | Usage | Example |
|-----------|-------|---------|
| `# speaker:npc` | Main NPC in single-NPC conversation | `# speaker:npc` |
| `# speaker:player` | Player speaking | `# speaker:player` |
| `# speaker:npc:sprite_id` | Specific character in multi-NPC scene | `# speaker:npc:test_npc_back` |
### Missing Tags? They Default Correctly!
**Important**: If a speaker tag is MISSING, the dialogue automatically attributes to the main NPC. This means:
- **Single-NPC conversations** can omit tags (simpler Ink)
- **Multi-character conversations** MUST include tags to show who's speaking
- **Player dialogue** can be explicitly tagged or inferred
### Examples
#### Single-Character (Tags Optional)
```ink
=== hub ===
I'm here to help you progress.
What can I do for you?
-> hub
```
↑ Both lines default to the main NPC (this.npc.id)
#### Single-Character (Tags Explicit)
```ink
=== hub ===
# speaker:npc
I'm here to help you progress.
# speaker:npc
What can I do for you?
-> hub
```
↑ Same result, but more explicit
#### Multi-Character (Tags Required!)
```ink
=== meeting ===
# speaker:npc:test_npc_back
Hey, meet my colleague from the back office.
# speaker:npc:test_npc_front
Nice to meet you! I manage the backend systems.
# speaker:player
That sounds interesting.
# speaker:npc:test_npc_back
We work great together!
```
↑ Tags MUST be present so the correct portraits appear
### Technical Implementation
The game engine uses these tags to:
1. **Determine which character portrait to show** - Main NPC or secondary character
2. **Set the speaker label** - Shows character name above dialogue
3. **Style the dialogue bubble** - NPC vs Player styling
4. **Track multi-character conversations** - Knows who said what when
**Code location**: `js/minigames/person-chat/person-chat-minigame.js``determineSpeaker()` and `createDialogueBlocks()`
---
## Core Design Pattern: Hub-Based Conversations
Break Escape conversations follow a **hub-based loop** pattern where NPCs provide repeatable interactions without hard endings.
### Why Hub-Based?
1. **State Persistence** - Variables (favour, items earned, flags) accumulate naturally across multiple interactions
2. **Dynamic Content** - Use Ink conditionals to show different options based on player progress
3. **Continuous Evolution** - NPCs can "remember" conversations and respond differently
4. **Educational Flow** - Mirrors real learning where concepts build on each other
## Standard Ink Structure
### Template
```ink
VAR npc_name = "NPC"
VAR favour = 0
VAR has_learned_about_passwords = false
=== start ===
# speaker:npc
~ favour += 1
{npc_name}: Hello! What would you like to know?
-> hub
=== hub ===
* [Ask about passwords]
~ has_learned_about_passwords = true
~ favour += 1
-> ask_passwords
* [Make small talk]
-> small_talk
* [Leave] #exit_conversation
# speaker:npc
{npc_name}: See you around!
-> hub
=== ask_passwords ===
# speaker:npc
{npc_name}: Passwords should be...
-> hub
=== small_talk ===
# speaker:npc
{npc_name}: Nice weather we're having.
-> hub
```
### Key Points
1. **Hub Section**: Central "choice point" that always loops back
2. **Exit Choice**: Include a "Leave" option with `#exit_conversation` tag
3. **Variables**: Increment favour/flags on meaningful choices
4. **No Hard END**: Avoid `-> END` for loop-based conversations
## Exit Strategy: `#exit_conversation` Tag
### What It Does
When a player selects a choice tagged with `#exit_conversation`:
1. The dialogue plays normally
2. After the NPC response, the minigame closes automatically
3. All conversation state (variables, progress) is saved
4. Player returns to the game world
### Usage
```ink
+ [I need to go] #exit_conversation
{npc_name}: Okay, come back anytime!
-> hub
```
### Important
- The NPC still responds to the choice
- Variables continue to accumulate
- Story state is saved with all progression
- On next conversation, story picks up from where it left off
## Handling Repeated Interactions
Break Escape uses Ink's built-in features to manage menu options across multiple conversations.
### Pattern 1: Remove Option After First Visit (`once`)
Use `once { }` to show a choice only the first time:
```ink
=== hub ===
once {
* [Introduce yourself]
-> introduction
}
+ [Leave] #exit_conversation
-> hub
```
**Result:**
- 1st visit: "Introduce yourself" appears
- 2nd+ visits: "Introduce yourself" is hidden
### Pattern 2: Change Menu Text on Repeat (`sticky`)
Use `sticky { }` with conditionals to show different options:
```ink
VAR asked_question = false
=== hub ===
sticky {
+ {asked_question: [Remind me about that question]}
-> question_reminder
+ {not asked_question: [Ask a question]}
-> question
}
+ [Leave] #exit_conversation -> hub
=== question ===
~ asked_question = true
NPC: Here's the answer...
-> hub
=== question_reminder ===
NPC: As I said before...
-> hub
```
**Result:**
- 1st visit: "Ask a question"
- 2nd+ visits: "Remind me about that question"
### Pattern 3: Show Different Content Based on Progress
Use variable conditionals anywhere:
```ink
VAR favour = 0
VAR has_learned_x = false
=== hub ===
+ {favour < 5: [Ask politely]}
~ favour += 1
-> polite_ask
+ {favour >= 5: [Ask as a friend]}
~ favour += 2
-> friend_ask
+ [Leave] #exit_conversation -> hub
```
### Combining Patterns
```ink
VAR asked_quest = false
VAR quest_complete = false
=== hub ===
// This option appears only once
once {
* [You mentioned a quest?]
~ asked_quest = true
-> quest_explanation
}
// These options change based on state
sticky {
+ {asked_quest and not quest_complete: [Any progress on that quest?]}
-> quest_progress
+ {quest_complete: [Quest complete! Any rewards?]}
-> quest_rewards
}
+ [Leave] #exit_conversation -> hub
```
### How Variables Persist
Variables are automatically saved and restored:
```ink
VAR conversation_count = 0
=== start ===
~ conversation_count += 1
NPC: This is conversation #{conversation_count}
-> hub
```
**Session 1:** conversation_count = 1
**Session 2:** conversation_count = 2 (starts at 1, increments to 2)
**Session 3:** conversation_count = 3
The variable keeps incrementing across all conversations!
## State Saving Strategy
### Automatic Saving
- State saves **immediately after each choice** is made
- Variables persist across multiple conversations
- No manual save required
### What Gets Saved
```javascript
{
storyState: "...", // Full Ink state (for resuming mid-conversation)
variables: { favour: 5 }, // Extracted variables (used when restarting)
timestamp: 1699207400000 // When it was saved
}
```
### Resumption Behavior
1. **Mid-Conversation Resume** (has `storyState`)
- Story picks up exactly where it left off
- Full narrative context preserved
2. **After Hard END** (only `variables`)
- Story restarts from `=== start ===`
- Variables are pre-loaded
- Conditionals can show different options based on prior interactions
## Advanced Patterns
### Favour/Reputation System
```ink
VAR favour = 0
=== hub ===
{favour >= 5:
+ [You seem to like me...]
~ favour += 1
-> compliment_response
}
+ [What's up?]
~ favour += 1
-> greeting
+ [Leave] #exit_conversation
-> hub
```
### Unlocking Questlines
```ink
VAR has_quest = false
VAR quest_complete = false
=== hub ===
{not has_quest:
+ [Do you need help?]
~ has_quest = true
-> offer_quest
}
{has_quest and not quest_complete:
+ [Is the quest done?]
-> check_quest
}
* [Leave] #exit_conversation
-> hub
```
### Dialogue That Changes Based on Progress
```ink
=== greet ===
{conversation_count == 1:
{npc_name}: Oh, a new face! I'm {npc_name}.
}
{conversation_count == 2:
{npc_name}: Oh, you're back! Nice to see you again.
}
{conversation_count > 2:
{npc_name}: Welcome back, my friend! How are you doing?
}
-> hub
```
## Anti-Patterns (Avoid These)
**Hard Endings Without Hub**
```ink
=== conversation ===
{npc_name}: That's all I have to say.
-> END
```
*Problem: Player can't interact again, variables become stuck*
**Showing Same Option Repeatedly**
```ink
=== hub ===
+ [Learn about X] -> learn_x
+ [Learn about X] -> learn_x // This appears EVERY time!
```
*Better: Use `once { }` or `sticky { }` with conditionals*
**Forgetting to Mark Topics as Visited**
```ink
=== hub ===
+ [Ask about passwords]
-> ask_passwords
=== ask_passwords ===
NPC: Passwords should be strong...
-> hub
```
*Problem: Player sees "Ask about passwords" every time*
*Better: Track it with a variable*
```ink
VAR asked_passwords = false
=== ask_passwords ===
~ asked_passwords = true
NPC: Passwords should be strong...
-> hub
```
**Mixing Exit and END**
```ink
=== hub ===
+ [Leave] #exit_conversation
-> END
```
*Problem: Confused state logic. Use `#exit_conversation` OR `-> END`, not both*
**Conditional Without Variable**
```ink
=== hub ===
+ {talked_before: [Remind me]} // 'talked_before' undefined!
-> reminder
```
*Better: Define the variable first*
```ink
VAR talked_before = false
=== ask_something ===
~ talked_before = true
-> hub
```
## Debugging
### Check Saved State
```javascript
// In browser console
window.npcConversationStateManager.getNPCState('npc_id')
```
### Clear State (Testing)
```javascript
window.npcConversationStateManager.clearNPCState('npc_id')
```
### View All NPCs with Saved State
```javascript
window.npcConversationStateManager.getSavedNPCs()
```
## Testing Your Ink Story
1. **First Interaction**: Variables should start at defaults
2. **Make a Choice**: Favour/flags should increment
3. **Exit**: Should save all variables
4. **Return**: Should have same favour, new options may appear
5. **Hard END (if used)**: Should only save variables, restart fresh
## Real-World Example: Security Expert NPC
Here's a complete example showing all techniques combined:
```ink
VAR expert_name = "Security Expert"
VAR favour = 0
VAR learned_passwords = false
VAR learned_phishing = false
VAR learned_mfa = false
VAR task_given = false
VAR task_complete = false
=== start ===
~ favour += 1
{expert_name}: Welcome back! Good to see you again.
-> hub
=== hub ===
// Introduction - appears only once
once {
* [I'd like to learn about cybersecurity]
-> introduction
}
// Password topic - changes on repeat
sticky {
+ {learned_passwords: [Tell me more about password security]}
-> passwords_advanced
+ {not learned_passwords: [How do I create strong passwords?]}
-> learn_passwords
}
// Phishing topic - only shows after passwords are learned
{learned_passwords:
sticky {
+ {learned_phishing: [Any new phishing threats?]}
-> phishing_update
+ {not learned_phishing: [What about phishing attacks?]}
-> learn_phishing
}
}
// MFA topic - conditional unlock
{learned_passwords and learned_phishing:
sticky {
+ {learned_mfa: [More about multi-factor authentication?]}
-> mfa_advanced
+ {not learned_mfa: [I've heard about multi-factor authentication...]}
-> learn_mfa
}
}
// Tasks appear based on what they've learned
{learned_passwords and learned_phishing and not task_given:
+ [Do you have any tasks for me?]
~ task_given = true
-> task_offer
}
{task_given and not task_complete:
+ [I completed that task]
~ task_complete = true
~ favour += 5
-> task_complete_response
}
{favour >= 20:
+ [You seem to trust me now...]
~ favour += 2
-> friendship_response
}
+ [Leave] #exit_conversation
{expert_name}: Great work! Keep learning.
-> hub
=== introduction ===
{expert_name}: Cybersecurity is all about protecting data and systems.
{expert_name}: I can teach you the fundamentals, starting with passwords.
-> hub
=== learn_passwords ===
~ learned_passwords = true
~ favour += 1
{expert_name}: Strong passwords are your first line of defense.
{expert_name}: Use at least 12 characters, mixed case, numbers, and symbols.
-> hub
=== passwords_advanced ===
{expert_name}: Consider using a password manager like Bitwarden or 1Password.
{expert_name}: This way you don't have to remember complex passwords.
-> hub
=== learn_phishing ===
~ learned_phishing = true
~ favour += 1
{expert_name}: Phishing emails trick people into revealing sensitive data.
{expert_name}: Always verify sender email addresses and never click suspicious links.
-> hub
=== phishing_update ===
{expert_name}: New phishing techniques are emerging every day.
{expert_name}: Stay vigilant and report suspicious emails to your IT team.
-> hub
=== learn_mfa ===
~ learned_mfa = true
~ favour += 1
{expert_name}: Multi-factor authentication adds an extra security layer.
{expert_name}: Even if someone has your password, they can't log in without the second factor.
-> hub
=== mfa_advanced ===
{expert_name}: The most secure setup uses a hardware security key like YubiKey.
{expert_name}: SMS codes work too, but authenticator apps are better.
-> hub
=== task_offer ===
{expert_name}: I need you to audit our password policies.
{expert_name}: Can you check if our employees are following best practices?
-> hub
=== task_complete_response ===
{expert_name}: Excellent work! Your audit found several issues we need to fix.
{expert_name}: You're becoming quite the security expert yourself!
-> hub
=== friendship_response ===
{expert_name}: You've learned so much, and I can see your dedication.
{expert_name}: I'd like to bring you into our security team permanently.
-> hub
```
**Key Features Demonstrated:**
-`once { }` for one-time intro
-`sticky { }` for "tell me more" options
- ✅ Conditionals for unlocking content
- ✅ Variable tracking (learned_X, favour)
- ✅ Task progression system
- ✅ Friendship levels based on favour
- ✅ Proper hub structure
## Common Questions
**Q: Should I use `-> END` or hub loop?**
A: Use hub loop for NPCs that should be repeatable. Use `-> END` only for one-time narrative moments.
**Q: How do I show different dialogue on repeat conversations?**
A: Use Ink conditionals with variables like `{conversation_count > 1:` or `{favour >= 5:`
**Q: Can I have both choices and auto-advance?**
A: Yes! After showing choices, the hub is reached. Use `-> hub` to loop.
**Q: What if I need to end a conversation for story reasons?**
A: Use a choice with dialogue that feels like an ending, then loop back to hub. Or use `#exit_conversation` to close the minigame while keeping state.
**Q: What's the difference between `once` and `sticky`?**
A: `once` shows content only once then hides it. `sticky` shows different content based on conditions. Use `once` for introductions, use `sticky` to change menu text.
**Q: Can I have unlimited options in a hub?**
A: Yes! But for good UX, keep it to 3-5 main options plus "Leave". Use conditionals to show/hide options based on player progress.

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@@ -107,7 +107,7 @@
<div class="popup-overlay"></div>
<!-- Main Game JavaScript Module -->
<script type="module" src="js/main.js?v=41"></script>
<script type="module" src="js/main.js?v=45"></script>
<!-- Mobile touch handling -->
<script>

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@@ -10,7 +10,7 @@ export { BluetoothScannerMinigame, startBluetoothScannerMinigame } from './bluet
export { BiometricsMinigame, startBiometricsMinigame } from './biometrics/biometrics-minigame.js';
export { ContainerMinigame, startContainerMinigame, returnToContainerAfterNotes } from './container/container-minigame.js';
export { PhoneChatMinigame, returnToPhoneAfterNotes } from './phone-chat/phone-chat-minigame.js';
export { PersonChatMinigame } from './person-chat/person-chat-minigame.js?v=8';
export { PersonChatMinigame } from './person-chat/person-chat-minigame.js?v=11';
export { PinMinigame, startPinMinigame } from './pin/pin-minigame.js';
export { PasswordMinigame } from './password/password-minigame.js';
export { TextFileMinigame, returnToTextFileAfterNotes } from './text-file/text-file-minigame.js';
@@ -58,7 +58,7 @@ import { ContainerMinigame, startContainerMinigame, returnToContainerAfterNotes
import { PhoneChatMinigame, returnToPhoneAfterNotes } from './phone-chat/phone-chat-minigame.js';
// Import the person chat minigame (In-person NPC conversations)
import { PersonChatMinigame } from './person-chat/person-chat-minigame.js?v=8';
import { PersonChatMinigame } from './person-chat/person-chat-minigame.js?v=10';
// Import the PIN minigame
import { PinMinigame, startPinMinigame } from './pin/pin-minigame.js';

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@@ -299,7 +299,13 @@ export class PersonChatMinigame extends MinigameScene {
// Check if story has ended
if (result.hasEnded) {
this.endConversation();
// Story reached an END - save state and show message
// Player should press ESC to exit and return to hub
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(End of conversation - press ESC to exit)', 'system');
console.log('🏁 Story has reached an end point');
return;
}
@@ -351,10 +357,14 @@ export class PersonChatMinigame extends MinigameScene {
/**
* Determine who is speaking based on Ink tags
* Supports speaker tags like:
* - # speaker:player
* - # speaker:npc (defaults to main NPC)
* - # speaker:npc_id:character_id (specific character)
*
* SPEAKER TAG FORMATS:
* - # speaker:player → Player is speaking
* - # speaker:npc → Main NPC being talked to
* - # speaker:npc:sprite_id → Specific character (multi-character conversations)
*
* If no speaker tag is present, dialogue DEFAULTS to the main NPC
* This allows simple single-NPC conversations to omit the tag
*
* @param {Object} result - Result from conversation.continue()
* @returns {string} Character ID of speaker (player, npc_id, or main NPC id)
@@ -407,8 +417,12 @@ export class PersonChatMinigame extends MinigameScene {
try {
console.log(`📝 Choice selected: ${choiceIndex}`);
// Get the choice text from lastResult before making the choice
const choiceText = this.lastResult.choices[choiceIndex]?.text || '';
// Get the choice object to check for tags
const choice = this.lastResult.choices[choiceIndex];
const choiceText = choice?.text || '';
// Check if this choice has the exit_conversation tag
const shouldExit = choice?.tags?.some(tag => tag.includes('exit_conversation'));
// Clear choice buttons immediately
this.ui.hideChoices();
@@ -416,16 +430,37 @@ export class PersonChatMinigame extends MinigameScene {
// Make choice in conversation (this also calls continue() internally)
const result = this.conversation.makeChoice(choiceIndex);
// Save state immediately after making a choice
// This ensures variables (favour, items earned, etc.) are persisted
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
// First, display the player's choice as dialogue
if (choiceText) {
this.ui.showDialogue(choiceText, 'player');
}
// If this was an exit choice, close the minigame after showing the final response
if (shouldExit) {
console.log('🚪 Exit conversation tag detected - closing minigame');
// Save state one final time and close
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
// Close minigame with a small delay to show player's choice
this.scheduleDialogueAdvance(() => {
this.complete(true);
}, 1500);
return;
}
// Then display the result (dialogue blocks) after a small delay
this.scheduleDialogueAdvance(() => {
// Process accumulated dialogue by splitting into individual speaker blocks
this.displayAccumulatedDialogue(result);
}, 1500);
} catch (error) {
console.error('❌ Error handling choice:', error);
this.showError('An error occurred when processing your choice');
@@ -440,7 +475,12 @@ export class PersonChatMinigame extends MinigameScene {
if (!result.text || !result.tags) {
// No content to display
if (result.hasEnded) {
this.endConversation();
// Story ended - save state and show message
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(Conversation ended - press ESC to close)', 'system');
console.log('🏁 Story has reached an end point');
}
return;
}
@@ -458,7 +498,12 @@ export class PersonChatMinigame extends MinigameScene {
// Each tag corresponds to a line (or group of lines before the next tag)
if (lines.length === 0) {
if (result.hasEnded) {
this.endConversation();
// Story ended - save state and show message
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(Conversation ended - press ESC to close)', 'system');
console.log('🏁 Story has reached an end point');
}
return;
}
@@ -472,6 +517,8 @@ export class PersonChatMinigame extends MinigameScene {
/**
* Create dialogue blocks from lines and speaker tags
* When speaker tags are missing, dialogue defaults to the main NPC being talked to
*
* @param {Array<string>} lines - Text lines
* @param {Array<string>} tags - Speaker tags
* @returns {Array<Object>} Array of {speaker, text} blocks
@@ -480,12 +527,24 @@ export class PersonChatMinigame extends MinigameScene {
const blocks = [];
let blockIndex = 0;
// Special case: NO tags at all - all lines belong to main NPC
if (!tags || tags.length === 0) {
if (lines.length > 0) {
const allText = lines.join('\n').trim();
if (allText) {
blocks.push({ speaker: this.npc.id, text: allText, tag: null });
}
}
return blocks;
}
// Group lines by speaker based on tags
for (let tagIdx = 0; tagIdx < tags.length; tagIdx++) {
const tag = tags[tagIdx];
// Determine speaker from tag - support multiple formats
let speaker = 'npc'; // default
// Default to main NPC if no speaker tag found
let speaker = this.npc.id;
if (tag.includes('speaker:player')) {
speaker = 'player';
} else if (tag.includes('speaker:npc:')) {
@@ -532,7 +591,14 @@ export class PersonChatMinigame extends MinigameScene {
if (blockIndex >= blocks.length) {
// All blocks displayed, check if story has ended
if (originalResult.hasEnded) {
this.scheduleDialogueAdvance(() => this.endConversation(), 1000);
// Story ended - save state and show message
this.scheduleDialogueAdvance(() => {
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(Conversation ended - press ESC to close)', 'system');
console.log('🏁 Story has reached an end point');
}, 1000);
} else {
// Try to continue for more dialogue
console.log('⏸️ Blocks finished, checking for more dialogue...');
@@ -549,7 +615,12 @@ export class PersonChatMinigame extends MinigameScene {
console.log(`📋 Back to choices: ${nextLine.choices.length} options available`);
this.ui.showChoices(nextLine.choices);
} else if (nextLine.hasEnded) {
this.endConversation();
// Story ended - save state and show message
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(Conversation ended - press ESC to close)', 'system');
console.log('🏁 Story has reached an end point');
}
}, 2000);
}
@@ -576,7 +647,12 @@ export class PersonChatMinigame extends MinigameScene {
try {
// Check if story has ended
if (result.hasEnded) {
this.endConversation();
// Story ended - save state and show message
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(Conversation ended - press ESC to close)', 'system');
console.log('🏁 Story has reached an end point');
return;
}
@@ -620,12 +696,19 @@ export class PersonChatMinigame extends MinigameScene {
// There's more dialogue to show
this.displayDialogueResult(nextLine);
} else if (nextLine.hasEnded) {
// Story has truly ended
this.endConversation();
// Story reached an end - save state and show message
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(Conversation ended - press ESC to close)', 'system');
console.log('🏁 Story has reached an end point');
} else {
// No text but story isn't ended - wait a bit and end
console.log('✓ No more dialogue - ending conversation');
this.scheduleDialogueAdvance(() => this.endConversation(), 1000);
// No text but story isn't ended - wait a bit and show message
console.log('✓ No more dialogue - conversation paused');
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
this.ui.showDialogue('(No more dialogue available - press ESC to close)', 'system');
}
}, 2000);
}
@@ -644,6 +727,9 @@ export class PersonChatMinigame extends MinigameScene {
this.isConversationActive = false;
// Save the conversation state before ending
// The state manager intelligently saves:
// - Full state if conversation is still active
// - Variables only if story has ended (so next conversation restarts fresh)
if (this.inkEngine && this.inkEngine.story) {
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);
}
@@ -668,6 +754,9 @@ export class PersonChatMinigame extends MinigameScene {
*/
cleanup() {
// Save conversation state before cleanup
// The state manager intelligently handles:
// - Saving full state for in-progress conversations
// - Saving variables only for ended conversations
if (this.isConversationActive && this.inkEngine && this.inkEngine.story) {
console.log(`💾 Saving NPC state on cleanup for ${this.npcId}`);
npcConversationStateManager.saveNPCState(this.npcId, this.inkEngine.story);

View File

@@ -194,11 +194,14 @@ export default class PersonChatUI {
// Get character data
let character = this.characters[characterId];
if (!character) {
// Fallback for legacy speaker values
// Fallback for legacy speaker values or main NPC ID
if (characterId === 'player') {
character = this.playerData;
} else if (characterId === 'npc' || !characterId) {
character = this.npc;
} else if (characterId === this.npc?.id) {
// Main NPC passed by ID - use main NPC data
character = this.npc;
}
}

View File

@@ -53,13 +53,15 @@ export default class InkEngine {
console.log('🏷️ InkEngine.continue() - accumulated tags:', tags);
console.log('🔍 InkEngine.continue() - canContinue after:', this.story.canContinue);
console.log('🔍 InkEngine.continue() - currentChoices after:', this.story.currentChoices?.length);
console.log('🔍 InkEngine.continue() - hasEnded:', this.story.hasEnded);
// Return structured result with text, choices, tags, and continue state
return {
text: text,
choices: (this.story.currentChoices || []).map((c, i) => ({ text: c.text, index: i })),
tags: tags,
canContinue: this.story.canContinue
canContinue: this.story.canContinue,
hasEnded: this.story.hasEnded
};
} catch (e) {
// inkjs uses Continue() and throws for errors; rethrow with nicer message

View File

@@ -15,25 +15,44 @@ class NPCConversationStateManager {
/**
* Save the current state of an NPC's conversation
*
* Important: When story has ended, we save ONLY the variables (not the story state/progress).
* This preserves character relationships and earned rewards while allowing the story to restart fresh.
*
* @param {string} npcId - NPC identifier
* @param {Object} story - The Ink story object
* @param {boolean} forceFullState - If true, save full state even if story has ended (for in-progress saves)
*/
saveNPCState(npcId, story) {
saveNPCState(npcId, story, forceFullState = false) {
if (!npcId || !story) return;
try {
// Serialize the story state (includes all variables and progress)
// Use uppercase ToJson as per inkjs API
const storyState = story.state.ToJson();
const state = {
storyState: storyState,
timestamp: Date.now()
timestamp: Date.now(),
hasEnded: story.state.hasEnded
};
// Always save the variables (favour, items earned, flags, etc.)
// These persist across conversations even when story ends
if (story.variablesState) {
state.variables = { ...story.variablesState };
console.log(`💾 Saved variables for ${npcId}:`, state.variables);
}
// Only save full story state if story is still active OR if explicitly forced
if (!story.state.hasEnded || forceFullState) {
state.storyState = story.state.ToJson();
console.log(`💾 Saved full story state for ${npcId} (active story)`);
} else {
console.log(`💾 Saved variables only for ${npcId} (story ended - will restart fresh)`);
}
this.conversationStates.set(npcId, state);
console.log(`💾 Saved conversation state for NPC: ${npcId}`, {
timestamp: new Date(state.timestamp).toLocaleTimeString()
console.log(`✅ NPC state persisted for: ${npcId}`, {
timestamp: new Date(state.timestamp).toLocaleTimeString(),
hasEnded: state.hasEnded,
hasVariables: !!state.variables,
hasStoryState: !!state.storyState
});
} catch (error) {
console.error(`❌ Error saving NPC state for ${npcId}:`, error);
@@ -42,6 +61,11 @@ class NPCConversationStateManager {
/**
* Restore the state of an NPC's conversation
*
* Strategy:
* - If full story state exists (story was mid-conversation): restore it completely
* - If only variables exist (story had ended): load variables but let story start fresh
*
* @param {string} npcId - NPC identifier
* @param {Object} story - The Ink story object to restore into
* @returns {boolean} True if state was restored
@@ -56,15 +80,32 @@ class NPCConversationStateManager {
}
try {
// Restore the serialized story state
// Use uppercase LoadJson as per inkjs API
story.state.LoadJson(state.storyState);
console.log(`✅ Restored conversation state for NPC: ${npcId}`, {
savedAt: new Date(state.timestamp).toLocaleTimeString()
});
return true;
// If we have saved story state, restore it completely (mid-conversation state)
if (state.storyState) {
story.state.LoadJson(state.storyState);
console.log(`✅ Restored full story state for NPC: ${npcId}`, {
savedAt: new Date(state.timestamp).toLocaleTimeString(),
reason: 'In-progress conversation'
});
return true;
}
// If we only have variables (story ended), restore just the variables
if (state.variables) {
// Load variables into the story
for (const [key, value] of Object.entries(state.variables)) {
story.variablesState[key] = value;
}
console.log(`✅ Restored variables for NPC: ${npcId}`, {
savedAt: new Date(state.timestamp).toLocaleTimeString(),
reason: 'Story ended - restarting fresh with saved variables',
variables: state.variables
});
return true;
}
console.log(` No saveable data for NPC: ${npcId}`);
return false;
} catch (error) {
console.error(`❌ Error restoring NPC state for ${npcId}:`, error);
return false;

View File

@@ -1,8 +1,13 @@
// Generic NPC Story - Can be used for any NPC
// The game should set the npc_name variable before starting
// Demonstrates Ink's built-in features for handling repeated interactions
//
// IMPORTANT: Use #exit_conversation tag on the choice that should close the minigame
// This allows proper state saving without triggering story END
VAR npc_name = "NPC"
VAR conversation_count = 0
VAR asked_question = false
VAR asked_about_passwords = false
=== start ===
~ conversation_count += 1
@@ -11,12 +16,59 @@ VAR conversation_count = 0
-> hub
=== hub ===
+ [Ask a question]
-> question
// Options that appear only ONCE using Ink's 'once' feature
{not asked_question:
* once [Introduce yourself]
~ npc_name = "Nice to meet you!"
-> introduction
}
// Options that CHANGE after first visit using conditionals
{asked_question:
+ [Remind me about that question]
-> question_reminder
- else:
+ [Ask a question]
-> question
}
{asked_about_passwords:
+ [Tell me more about passwords]
-> passwords_advanced
- else:
+ [Ask about password security]
-> ask_passwords
}
// Regular options that always appear
+ [Say hello]
-> greeting
+ [Say goodbye]
-> goodbye
// Exit choice
+ [Leave] #exit_conversation
{npc_name}: See you later!
-> hub
=== introduction ===
{npc_name}: Nice to meet you too! I'm {npc_name}.
{npc_name}: Feel free to ask me anything.
-> hub
=== ask_passwords ===
~ asked_about_passwords = true
{npc_name}: Passwords should be long and complex...
{npc_name}: Use at least 12 characters with mixed case and numbers.
-> hub
=== question_reminder ===
{npc_name}: As I said before, passwords should be strong and unique.
{npc_name}: Anything else?
-> hub
=== passwords_advanced ===
{npc_name}: For advanced security, use a password manager to generate unique passwords for each site.
{npc_name}: Never reuse passwords across different services.
-> hub
=== question ===
{npc_name}: That's a good question. Let me think about it...
@@ -26,7 +78,3 @@ VAR conversation_count = 0
=== greeting ===
{npc_name}: Hello to you too! Nice to chat with you.
-> hub
=== goodbye ===
{npc_name}: Alright, see you later! Let me know if you need anything else.
-> END

View File

@@ -0,0 +1 @@
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View File

@@ -0,0 +1 @@
{"inkVersion":21,"root":[[["done",{"#n":"g-0"}],null],"done",{"start":["ev",{"VAR?":"conversation_count"},1,"+",{"VAR=":"conversation_count","re":true},"/ev","ev",{"VAR?":"npc_name"},"out","/ev","^: Hey there! This is conversation ","#","ev",{"VAR?":"conversation_count"},"out","/ev","^.","/#","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: What can I help you with?","\n",{"->":"hub"},null],"hub":[["ev",{"VAR?":"asked_question"},"!","/ev",[{"->":".^.b","c":true},{"b":["\n",["ev",{"^->":"hub.0.4.b.1.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","str","^Introduce yourself","/str","/ev",{"*":".^.^.c-0","flg":22},{"s":["^once ",{"->":"$r","var":true},null]}],{"->":"hub.0.5"},{"c-0":["ev",{"^->":"hub.0.4.b.c-0.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.1.s"},[{"#n":"$r2"}],"\n","ev","str","^Nice to meet you!","/str","/ev",{"VAR=":"npc_name","re":true},{"->":"introduction"},{"#f":5}]}]}],"nop","\n","ev",{"VAR?":"asked_question"},"/ev",[{"->":".^.b","c":true},{"b":["\n","ev","str","^Remind me about that question","/str","/ev",{"*":".^.c-0","flg":4},{"->":"hub.0.12"},{"c-0":["\n",{"->":"question_reminder"},null]}]}],[{"->":".^.b"},{"b":["\n","ev","str","^Ask a question","/str","/ev",{"*":".^.c-0","flg":4},{"->":"hub.0.12"},{"c-0":["\n",{"->":"question"},null]}]}],"nop","\n","ev",{"VAR?":"asked_about_passwords"},"/ev",[{"->":".^.b","c":true},{"b":["\n","ev","str","^Tell me more about passwords","/str","/ev",{"*":".^.c-0","flg":4},{"->":"hub.0.19"},{"c-0":["\n",{"->":"passwords_advanced"},null]}]}],[{"->":".^.b"},{"b":["\n","ev","str","^Ask about password security","/str","/ev",{"*":".^.c-0","flg":4},{"->":"hub.0.19"},{"c-0":["\n",{"->":"ask_passwords"},null]}]}],"nop","\n","ev","str","^Say hello","/str","/ev",{"*":".^.c-0","flg":4},"ev","str","^Leave","/str","/ev",{"*":".^.c-1","flg":4},{"c-0":["\n",{"->":"greeting"},null],"c-1":["^ ","#","^exit_conversation","/#","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: See you later!","\n",{"->":"hub"},null]}],null],"introduction":["ev",{"VAR?":"npc_name"},"out","/ev","^: Nice to meet you too! I'm ","ev",{"VAR?":"npc_name"},"out","/ev","^.","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: Feel free to ask me anything.","\n",{"->":"hub"},null],"ask_passwords":["ev",true,"/ev",{"VAR=":"asked_about_passwords","re":true},"ev",{"VAR?":"npc_name"},"out","/ev","^: Passwords should be long and complex...","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: Use at least 12 characters with mixed case and numbers.","\n",{"->":"hub"},null],"question_reminder":["ev",{"VAR?":"npc_name"},"out","/ev","^: As I said before, passwords should be strong and unique.","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: Anything else?","\n",{"->":"hub"},null],"passwords_advanced":["ev",{"VAR?":"npc_name"},"out","/ev","^: For advanced security, use a password manager to generate unique passwords for each site.","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: Never reuse passwords across different services.","\n",{"->":"hub"},null],"question":["ev",{"VAR?":"npc_name"},"out","/ev","^: That's a good question. Let me think about it...","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: I'm not sure I have all the answers right now.","\n",{"->":"hub"},null],"greeting":["ev",{"VAR?":"npc_name"},"out","/ev","^: Hello to you too! Nice to chat with you.","\n",{"->":"hub"},null],"global decl":["ev","str","^NPC","/str",{"VAR=":"npc_name"},0,{"VAR=":"conversation_count"},false,{"VAR=":"asked_question"},false,{"VAR=":"asked_about_passwords"},"/ev","end",null]}],"listDefs":{}}

View File

@@ -1,5 +1,6 @@
// helper-npc.ink
// An NPC that helps the player by unlocking doors and giving hints
// Uses hub-based conversation pattern with once/sticky for smart menu management
// Includes event-triggered reactions using auto-mapping
VAR trust_level = 0
@@ -8,198 +9,270 @@ VAR has_given_lockpick = false
VAR saw_lockpick_used = false
VAR saw_door_unlock = false
VAR has_greeted = false
VAR asked_about_self = false
VAR asked_about_ceo = false
VAR asked_for_items = false
=== start ===
{ has_greeted:
-> main_menu
- else:
Hey there! I'm here to help you out if you need it. 👋
What can I do for you?
~ has_greeted = true
-> main_menu
# speaker:npc
Hey there! I'm here to help you out if you need it. 👋
What can I do for you?
~ has_greeted = true
-> hub
=== hub ===
// One-time introduction option
{not asked_about_self:
* [Who are you?]
~ asked_about_self = true
-> who_are_you
}
=== main_menu ===
+ [Who are you?]
# speaker:player
Who are you?
-> who_are_you
+ [Can you help me get into the CEO's office?]
# speaker:player
Can you help me get into the CEO's office?
// CEO office help - changes based on state
{asked_about_self and not has_unlocked_ceo:
+ [Can you help me get into the CEO's office?]
-> help_ceo_office
+ [Do you have any items for me?]
# speaker:player
Do you have any items for me?
}
{has_unlocked_ceo:
+ [Any other doors you need help with?]
-> other_doors
}
// Items - changes based on state
{asked_about_self and not has_given_lockpick:
+ [Do you have any items for me?]
-> give_items
+ {saw_lockpick_used} [Thanks for the lockpick! It worked great.]
# speaker:player
Thanks for the lockpick! It worked great.
}
{has_given_lockpick:
+ [Got any other items for me?]
-> other_items
}
// Feedback option appears after using lockpick
{saw_lockpick_used:
+ [Thanks for the lockpick! It worked great.]
-> lockpick_feedback
+ [Thanks, I'm good for now.]
# speaker:player
Thanks, I'm good for now.
-> goodbye
}
// Trust-based advanced options
{trust_level >= 3:
+ [What hints do you have for me?]
-> give_hints
}
// Exit conversation
+ [Thanks, I'm good for now.] #exit_conversation
Alright then. Let me know if you need anything else!
-> hub
=== who_are_you ===
# speaker:npc
I'm a friendly NPC who can help you progress through the mission.
I can unlock doors, give you items, and provide hints.
I can unlock doors, give you items, and provide hints when you need them.
~ trust_level = trust_level + 1
-> main_menu
What would you like to do?
-> hub
=== help_ceo_office ===
# speaker:npc
{ has_unlocked_ceo:
I already unlocked the CEO's office for you! Just head on in.
-> main_menu
{has_unlocked_ceo:
I already unlocked the CEO's office for you! Just head on in.
-> hub
- else:
The CEO's office? That's a tough one...
{ trust_level >= 1:
Alright, I trust you. Let me unlock that door for you.
~ has_unlocked_ceo = true
There you go! The door to the CEO's office is now unlocked. # unlock_door:ceo
~ trust_level = trust_level + 2
-> main_menu
- else:
I don't know you well enough yet. Ask me something else first.
-> main_menu
}
The CEO's office? That's a tough one...
{trust_level >= 1:
Alright, I trust you enough. Let me unlock that door for you.
~ has_unlocked_ceo = true
~ asked_about_ceo = true
There you go! The door to the CEO's office is now unlocked. #unlock_door:ceo
~ trust_level = trust_level + 2
What else can I help with?
-> hub
- else:
I don't know you well enough yet. Ask me some questions first and we can build some trust.
-> hub
}
}
=== other_doors ===
# speaker:npc
What other doors do you need help with? I can try to unlock them if you tell me which ones.
~ trust_level = trust_level + 1
Let me know!
-> hub
=== give_items ===
# speaker:npc
{ has_given_lockpick:
I already gave you a lockpick set! Check your inventory.
-> main_menu
{has_given_lockpick:
I already gave you a lockpick set. Check your inventory - it should be there!
-> hub
- else:
Let me see what I have...
{ trust_level >= 2:
Here's a lockpick set. Use it wisely! 🔓
~ has_given_lockpick = true
# give_item:lockpick
-> main_menu
- else:
I need to trust you more before I give you something like that.
-> main_menu
}
Let me see what I have...
{trust_level >= 2:
Here's a lockpick set. Use it to open locked doors and containers! 🔓
~ has_given_lockpick = true
~ asked_for_items = true
#give_item:lockpick
~ trust_level = trust_level + 1
Good luck out there!
-> hub
- else:
I need to trust you more before I give you something like that.
Build up some trust first - ask me questions or help me out!
-> hub
}
}
=== other_items ===
# speaker:npc
{trust_level >= 4:
I've got a keycard for restricted areas. Think you can use it responsibly?
#give_item:keycard
~ trust_level = trust_level + 1
Use it wisely!
-> hub
- else:
That's all I have right now. The lockpick set is your best tool for now.
-> hub
}
=== lockpick_feedback ===
# speaker:npc
Great! I'm glad it helped you out. That's what I'm here for.
You're doing excellent work on this mission.
~ trust_level = trust_level + 1
-> main_menu
~ saw_lockpick_used = false
What else do you need?
-> hub
=== goodbye ===
# speaker:player
Thanks, I'm good for now.
# speaker:npc
No problem! Let me know if you need anything.
-> END
=== give_hints ===
{has_unlocked_ceo:
The CEO's office has evidence you're looking for. Search the desk thoroughly.
Also, check any computers for sensitive files.
- else:
{has_given_lockpick:
Try using that lockpick set on locked doors and containers around the building.
You never know what secrets people hide behind locked doors!
- else:
Explore every room carefully. Items are often hidden in places you'd least expect.
}
}
Good luck!
-> hub
// ==========================================
// EVENT-TRIGGERED BARKS (Auto-mapped to game events)
// These knots are triggered automatically by the NPC system
// when specific game events occur.
// Note: These redirect to 'main_menu' so clicking the bark opens full conversation without repeating intro
// Note: These redirect to 'hub' so clicking opens full conversation
// ==========================================
// Triggered when player picks up the lockpick
=== on_lockpick_pickup ===
{ has_given_lockpick:
Great! You found the lockpick I gave you. Try it on a locked door or container!
{has_given_lockpick:
Great! You found the lockpick I gave you. Try it on a locked door or container!
- else:
Nice find! That lockpick set looks professional. Could be very useful. 🔓
Nice find! That lockpick set looks professional. Could be very useful. 🔓
}
-> main_menu
-> hub
// Triggered when player completes any lockpicking minigame
=== on_lockpick_success ===
~ saw_lockpick_used = true
{ has_given_lockpick:
Excellent! Glad I could help you get through that. 🎯
{has_given_lockpick:
Excellent! Glad I could help you get through that. 🎯
- else:
Nice work getting through that lock! 🔓
Nice work getting through that lock! 🔓
}
-> main_menu
-> hub
// Triggered when player fails a lockpicking attempt
=== on_lockpick_failed ===
{ has_given_lockpick:
Don't give up! Lockpicking takes practice. Try adjusting the tension. 🔧
{has_given_lockpick:
Don't give up! Lockpicking takes practice. Try adjusting the tension. 🔧
Want me to help you with anything else?
- else:
Tough break. Lockpicking isn't easy without the right tools...
Tough break. Lockpicking isn't easy without the right tools...
I might be able to help with that if you ask.
}
-> main_menu
-> hub
// Triggered when any door is unlocked
=== on_door_unlocked ===
~ saw_door_unlock = true
{ has_unlocked_ceo:
Another door open! You're making great progress. 🚪✓
{has_unlocked_ceo:
Another door open! You're making great progress. 🚪✓
- else:
Nice! You found a way through that door. Keep going!
Nice! You found a way through that door. Keep going!
}
-> main_menu
-> hub
// Triggered when player tries a locked door
=== on_door_attempt ===
That door's locked tight. You'll need to find a way to unlock it. 🔒
{ trust_level >= 2:
Want me to help you out? Just ask!
{trust_level >= 2:
Want me to help you out? Just ask!
- else:
{trust_level >= 1:
I might be able to help if you get to know me better first.
}
}
-> main_menu
-> hub
// Triggered when player interacts with the CEO desk
=== on_ceo_desk_interact ===
{ has_unlocked_ceo:
The CEO's desk - you made it! Nice work. 📋
{has_unlocked_ceo:
The CEO's desk - you made it! Nice work. 📋
That's where the important evidence is kept.
- else:
Trying to get into the CEO's office? I might be able to help with that...
Trying to get into the CEO's office? I might be able to help with that...
}
-> main_menu
-> hub
// Triggered when player picks up any item
=== on_item_found ===
{ trust_level >= 1:
Good find! Every item could be important for your mission. 📦
{trust_level >= 1:
Good find! Every item could be important for your mission. 📦
}
-> main_menu
-> hub
// Triggered when player enters any room (general progress check)
=== on_room_entered ===
{ has_unlocked_ceo:
Keep searching for that evidence! 🔍
{has_unlocked_ceo:
Keep searching for that evidence! 🔍
- else:
{ trust_level >= 1:
You're making progress through the building. 🚶
- else:
Exploring new areas... 🚶
}
{trust_level >= 1:
You're making progress through the building. 🚶
Let me know if you need help with anything.
- else:
Exploring new areas... 🚶
}
}
-> main_menu
-> hub
// Triggered when player discovers a new room for the first time
=== on_room_discovered ===
{ trust_level >= 2:
Great find! This new area might have what we need. 🗺️✨
{trust_level >= 2:
Great find! This new area might have what we need. 🗺️✨
Search it thoroughly!
- else:
{ trust_level >= 1:
Interesting! You've found a new area. Be careful exploring. 🗺️
- else:
A new room... wonder what's inside. 🚪
}
{trust_level >= 1:
Interesting! You've found a new area. Be careful exploring. 🗺️
- else:
A new room... wonder what's inside. 🚪
}
}
-> main_menu
-> hub
// Triggered when player enters the CEO office
=== on_ceo_office_entered ===
{ has_unlocked_ceo:
You're in! Remember, you're looking for evidence of the data breach. 🕵️
{has_unlocked_ceo:
You're in! Remember, you're looking for evidence of the data breach. 🕵️
Check the desk, computer, and any drawers.
- else:
Whoa, you got into the CEO's office! That's impressive! 🎉
~ trust_level = trust_level + 1
Whoa, you got into the CEO's office! That's impressive! 🎉
~ trust_level = trust_level + 1
Maybe I underestimated you. Impressive work!
}
-> main_menu
-> hub

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