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Re: More AGL stuff
Posted By: Sam, on host 12.25.1.128
Date: Wednesday, June 23, 1999, at 06:54:42
In Reply To: 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.