mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-21 11:18:08 +00:00
Fix Ink compilation errors (part 1)
- Add missing VAR declarations - Replace EXTERNAL declarations with proper VARs - Fix conditional syntax (add proper else clauses) - Replace -> END with #exit_conversation and loop to start - Add start knots to operative dialogue files Files fixed: - m04_opening_briefing.ink - m04_npc_operative_cipher.ink - m04_npc_operative_relay.ink - m04_npc_operative_static.ink - m04_npc_voltage.ink (partial) Remaining to fix: - m04_npc_robert_chen.ink - m04_phone_agent0x99.ink - m04_phone_robert_chen.ink - m04_terminal_attack_trigger.ink - m04_terminal_scada_display.ink - m04_closing_debrief.ink
This commit is contained in:
@@ -7,10 +7,9 @@
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// Variables for tracking combat state
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VAR cipher_alerted_team = false
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VAR cipher_defeated = false
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// External variables (set by game)
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EXTERNAL player_detected()
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EXTERNAL radio_interrupted()
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VAR radio_interrupted = false
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VAR player_health_low = false
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VAR player_defeated = false
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// ===========================================
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// CIPHER DETECTION
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@@ -18,6 +17,9 @@ EXTERNAL radio_interrupted()
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// Optional Task 2.9: Neutralize Operative #1
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// ===========================================
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=== start ===
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-> cipher_detection
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=== cipher_detection ===
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#speaker:operative_cipher
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@@ -91,11 +93,14 @@ You picked the wrong facility to infiltrate.
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{cipher_defeated:
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-> cipher_defeated_outcome
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- player_defeated:
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}
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{player_defeated:
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-> cipher_victory
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- else:
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}
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{not cipher_defeated and not player_defeated:
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-> cipher_combat_sequence
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}
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-> cipher_combat_sequence
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=== cipher_defeated_outcome ===
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#speaker:operative_cipher
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@@ -109,8 +114,9 @@ You won't... stop the attack...
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// Cipher drops Level 2 keycard, radio, intelligence document
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// TRIGGERS: Task 2.9 complete (optional)
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-> END
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#complete_task:neutralize_operative_cipher
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#exit_conversation
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-> start
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=== cipher_victory ===
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#speaker:operative_cipher
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@@ -120,8 +126,9 @@ You won't... stop the attack...
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Stay down.
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// Player respawns at checkpoint
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-> END
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#player_defeated
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#exit_conversation
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-> start
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// ===========================================
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// OPTIONAL: CIPHER SURRENDER/INTERROGATION
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@@ -172,5 +179,6 @@ You'd have to disable all three to stop it.
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// Cipher restrained and secured
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// TRIGGERS: Task 2.9 complete (optional)
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-> END
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#complete_task:neutralize_operative_cipher
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#exit_conversation
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-> start
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@@ -7,10 +7,9 @@
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// Variables for tracking combat state
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VAR relay_alerted_team = false
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VAR relay_defeated = false
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// External variables (set by game)
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EXTERNAL player_detected()
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EXTERNAL radio_interrupted()
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VAR radio_interrupted = false
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VAR player_health_low = false
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VAR player_defeated = false
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// ===========================================
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// RELAY DETECTION
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@@ -18,6 +17,9 @@ EXTERNAL radio_interrupted()
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// Optional Task 2.10: Neutralize Operative #2
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// ===========================================
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=== start ===
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-> relay_patrol_alert
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=== relay_patrol_alert ===
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#speaker:operative_relay
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@@ -80,11 +82,14 @@ Voltage, we've got company!
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{relay_defeated:
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-> relay_defeated_outcome
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- player_defeated:
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}
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{player_defeated:
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-> relay_victory
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- else:
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}
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{not relay_defeated and not player_defeated:
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-> relay_combat_sequence
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}
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-> relay_combat_sequence
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=== relay_defeated_outcome ===
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#speaker:operative_relay
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@@ -98,8 +103,9 @@ The attack... will still... happen...
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// Relay drops Master keycard, radio, bypass device schematics
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// TRIGGERS: Task 2.10 complete (optional)
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-> END
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#complete_task:neutralize_operative_relay
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#exit_conversation
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-> start
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=== relay_victory ===
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#speaker:operative_relay
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@@ -109,8 +115,9 @@ The attack... will still... happen...
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Stay out of Critical Mass operations.
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// Player respawns at checkpoint
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-> END
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#player_defeated
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#exit_conversation
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-> start
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// ===========================================
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// OPTIONAL: RELAY SURRENDER/INTERROGATION
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@@ -164,5 +171,6 @@ You'd need to physically disconnect them.
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// Relay restrained and secured
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// TRIGGERS: Task 2.10 complete (optional)
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-> END
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#complete_task:neutralize_operative_relay
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#exit_conversation
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-> start
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@@ -6,10 +6,10 @@
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// Variables for tracking combat state
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VAR static_defeated = false
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// External variables (set by game)
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EXTERNAL voltage_captured()
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EXTERNAL player_priority()
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VAR voltage_captured = false
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VAR player_priority = ""
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VAR player_health_low = false
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VAR player_defeated = false
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// ===========================================
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// STATIC CONFRONTATION
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@@ -17,6 +17,9 @@ EXTERNAL player_priority()
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// Part of Task 3.1: Confront Voltage
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// ===========================================
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=== start ===
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-> static_voltage_support
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=== static_voltage_support ===
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#speaker:operative_static
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@@ -31,20 +34,21 @@ Voltage, we have company!
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// Fights alongside Voltage
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-> static_combat_support
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- player_priority == "disable":
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}
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{player_priority == "disable":
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// Player prioritizing laptop trigger
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Go! I'll cover you!
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// Covers Voltage's escape
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-> static_combat_delay
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- else:
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}
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{player_priority != "capture" and player_priority != "disable":
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// Default combat support
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-> static_combat_support
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}
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-> static_combat_support
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=== static_combat_support ===
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#speaker:operative_static
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@@ -90,11 +94,14 @@ You're not stopping this operation!
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{static_defeated:
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-> static_defeated_outcome
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- player_defeated:
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}
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{player_defeated:
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-> static_victory
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- else:
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}
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{not static_defeated and not player_defeated:
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-> static_combat_sequence
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}
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-> static_combat_sequence
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=== static_defeated_outcome ===
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#speaker:operative_static
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@@ -106,8 +113,8 @@ You're not stopping this operation!
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The Architect... will continue...
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// Static drops radio, encrypted communications device
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-> END
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#exit_conversation
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-> start
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=== static_victory ===
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#speaker:operative_static
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@@ -118,7 +125,6 @@ The Architect... will continue...
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// If Voltage was captured but player lost
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Voltage is captured, but you're done.
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- else:
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// Player defeated, Voltage status varies
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@@ -126,8 +132,9 @@ The Architect... will continue...
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}
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// Player respawns
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-> END
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#player_defeated
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#exit_conversation
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-> start
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// ===========================================
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// STATIC SURRENDER (Rare - Only if Voltage Captured)
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@@ -196,5 +203,5 @@ You stopped this one. How many others can you stop?
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// Static restrained
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// TRIGGERS: Part of Task 3.1 completion
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-> END
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#exit_conversation
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-> start
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@@ -12,13 +12,13 @@ VAR combat_difficulty = "normal" // Combat difficulty modifier
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VAR voltage_defeated_before_trigger = false
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VAR voltage_triggered_attack = false
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VAR attack_partially_triggered = false
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VAR operatives_defeated = 0 // Number of operatives defeated
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VAR attack_trigger_secured = false // Trigger already disabled?
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VAR voltage_defeated = false // Voltage defeated in combat?
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VAR voltage_escaped = false // Voltage escaped?
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// External variables (set by game)
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EXTERNAL player_name()
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EXTERNAL operatives_defeated()
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EXTERNAL attack_trigger_secured()
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EXTERNAL voltage_defeated()
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EXTERNAL voltage_escaped()
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// ===========================================
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// CONFRONTATION START
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@@ -338,8 +338,9 @@ This attack. One facility. You stopped your battle. We're winning the war.
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// SAFETYNET team arrives to take custody
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// TRIGGERS: Task 3.1 complete (confront_voltage)
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-> END
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#complete_task:confront_voltage
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#exit_conversation
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-> start
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// ===========================================
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// ESCAPE OUTCOMES
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@@ -367,8 +368,8 @@ You're too late!
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// TRIGGERS: attack_partially_triggered event
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// Task 3.2 becomes emergency intervention mode
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-> END
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#exit_conversation
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-> start
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=== voltage_escape_route ===
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#speaker:voltage
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@@ -393,8 +394,9 @@ This isn't over. You won your battle. We're winning the war.
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// TRIGGERS: voltage_escaped event
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// Task 3.1 complete (confront_voltage)
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-> END
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#complete_task:confront_voltage
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#exit_conversation
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-> start
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=== voltage_escape_attempt ===
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#speaker:voltage
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@@ -11,6 +11,7 @@ VAR knows_full_threat = false // Did player ask about chemical threat?
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VAR knows_entropy_cell = false // Did player ask about Critical Mass?
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VAR mission_priority = "" // investigation, speed, stealth
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VAR combat_ready = false // Player acknowledged combat risk
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VAR mission_briefed = false // Briefing completed
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// External variables (set by game)
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EXTERNAL player_name()
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@@ -33,7 +34,8 @@ This one's different from Ransomware Incorporated. More dangerous.
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* [Ask what makes it dangerous]
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You: What makes this cell more dangerous?
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-> threat_level_explanation
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Agent 0x99: They're infrastructure specialists. Not just disruption—they weaponize critical systems.
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-> briefing_main
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* [Express readiness]
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~ handler_trust += 10
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@@ -321,5 +323,6 @@ Agent 0x99: {combat_ready: Combat may be unavoidable. Stay tactical.| Stay alert
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Agent 0x99: Good luck, {player_name()}. Bring those operatives down.
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~ mission_briefed = true
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-> END
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#complete_task:opening_briefing
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#exit_conversation
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-> start
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