From 4623bb37904655601afbaf3f96793bc161fc56f6 Mon Sep 17 00:00:00 2001 From: Claude Date: Tue, 9 Dec 2025 08:13:38 +0000 Subject: [PATCH] Add objective and event emission for hostile Derek defeat - Add objective "defeat_derek_hostile" when Derek becomes hostile - Emit event "hostile_npc_defeated:derek" when Derek is subdued - Complete objective when Derek is defeated in fight outcome --- scenarios/m01_first_contact/ink/m01_derek_confrontation.ink | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/scenarios/m01_first_contact/ink/m01_derek_confrontation.ink b/scenarios/m01_first_contact/ink/m01_derek_confrontation.ink index 97b9e8d..483d78a 100644 --- a/scenarios/m01_first_contact/ink/m01_derek_confrontation.ink +++ b/scenarios/m01_first_contact/ink/m01_derek_confrontation.ink @@ -275,6 +275,7 @@ Derek becomes hostile, reaching for something in his desk. #hostile #speaker:derek #influence:-100 +#add_objective:defeat_derek_hostile Derek: If you want a fight, {player_name}, you'll get one. But you won't stop ENTROPY. You'll just prove we're right about the system. @@ -287,6 +288,9 @@ The confrontation escalates. Derek fights desperately, but you're trained for th After a brief struggle, you subdue him. He's breathing hard, defiant even in defeat. +#complete_task:defeat_derek_hostile +#event:hostile_npc_defeated:derek + #speaker:derek Derek: *coughs* You think... you think this changes anything?