Re: More AGL stuff
Sam, on host 12.25.1.128
Wednesday, June 23, 1999, at 06:54:42
Re: More AGL stuff posted by Stephen on Tuesday, June 22, 1999, at 10:37:14:
> Sounds awesome! I actually had this general idea as well, but couldn't ever think of a cool way to do it within AGL.
I'm not sure what particular incarnation of this "general idea" you were thinking of, but it's fairly easy to implement in AGLL via a single state variable which keeps track of what particular move you're on.
c s=0 ....* 1 Jab. ........p Good show! ........s = 1 c s=1 ....* 2 Stab. ........p Oops! ........s = 0 c s=2 ....* 3 Duck. ........p That was a close one! ........s = 3 * 4 Slash. ....c s!1 ........p You die. ........l ....c s=1 ........p You got him! ........s = 2 * 5 Zing. ....p Whoops! That set you back some. ....s - 1 * 6 Parry. ....p Too close! * 7 Thrust. ....c s!3 ........p Missed! ....c s=3 ........p You killed him! Yay! ........g victory
Moves 1, 2, and 3 only avail you at particular points in the fight. Moves 4, 5, 6, and 7 are around all the time. The sequence of moves that brings you to victory: 1, 4, 3, 7. Move 5 sets you back one move, regardless of where you were, so 1, 4, 5, 4, 3, 7 also works. The other moves are either noneffectual or deadly.
Of course this particular example is pretty boring, because there's no indication to the user which move might be a better choice than another, but replacing my text with useful text, and adding description text, would flesh it all out.
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