117 lines
5.0 KiB
Plaintext
117 lines
5.0 KiB
Plaintext
label first_test:
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scene black
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with dissolve
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scene bg training_yard
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mercenary "It's time to prove you worth. We are gonna start with a simple test, so everyone gets a feel for each other."
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mercenary "One-on-one fights, but since we are an uneven number, one person will have to fight twice."
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mercenary "It will be a friendly spar, so using wooden weapons, and no permanent injuries allowed. First contact wins."
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mercenary "And also, no blessings."
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eron "Seems easy, can I go first?"
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thinking "I'm not sure if this test is that simple. Since none of us know each other, aside from maybe these two, it is hard to judge how much to hold back without loosing instantly."
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thinking "If you go all out and injure the opponent, you probably get disqualified. But if you hold back too much, you might loose in the first strike."
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mercenary "Since you seem to be so eager, you can go first, and your opponent will be Sara."
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thinking "Why does it have to b:e me? That guy seems to be really strong."
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thinking "Maybe it's not so bad, since I can display any gift, it will be a good chance to prove my worth."
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sara "Are we allowed to use the surroundings?"
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mercenary "This is a sparring match without blessings, you are supposed to show your weapons techinques, so no."
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thinking "That makes things even harder. One on one without being able to use the environment gives me not a lot of room to work with."
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thinking "I don't think I can win against him in direct combat. At first glance he might seem arrogant, but from his stance I can tell he is not an amateur."
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thinking "My only advantage is that he cannot use his blessing, while I can, since noone will remember."
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thinking "But rewinding after every strike will consume way too much energy, I will have to use as much of my own skill as possible."
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with dissolve
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scene bg eron_ready
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mercenary "Begin the match!"
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scene black
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with dissolve
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"The feeling of a cold thread. The feeling of the air thickening."
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scene bg training_yard
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with dissolve
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# Checkpoint: a rewind from anywhere in the spar lands back at the first
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# exchange. `rewind_reset` is empty — the spar's state is re-derived from
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# the choices, so there are no flags to reset.
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$ checkpoint = ".first_attack_choice"
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$ rewind_reset = []
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eron "Hyaaa"
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jump .first_attack_choice
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label .first_attack_choice:
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"Eron raises his sword over his right shoulder."
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menu:
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thinking "Fast!"
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"Dodge left":
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jump .dodge_left
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"Dodge right":
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jump .dodge_right
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"Parry":
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jump .parry
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# Initial left
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label .dodge_left:
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"Whizz! The sword almost grazes her right shoulder."
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thinking "Hairs breadth!"
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menu:
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thinking "I need to regain my balance and counter."
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"Counterattack":
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jump .dodge_left_counterattack
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"Anticipate next attack":
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jump .dodge_left_anticipate
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## Left -> counter
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label .dodge_left_counterattack:
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"Whack! The sword turns quickly and strikes her leg."
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sara "Ugh!"
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thinking "He hit my leg! Should i try another attack or go back?"
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menu:
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"[[Rewind]":
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# Shared mechanic: reads `checkpoint` (".first_attack_choice") and
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# rewinds there via the teal-wash effect, then returns here.
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call .do_rewind
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"Press the attack":
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jump .dodge_left_counterattack_press
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label .dodge_left_counterattack_press:
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"Whack! Eron takes the momentum of the recoil from the leg strike and makes a lightning fast spinning attack for Saras temple."
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screen black with dissolve
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jump .after_spar
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## Left -> anticipate
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label .dodge_left_anticipate:
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thinking "I dodged to the left, so the next attack will come from the right."
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menu:
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"Dodge further left":
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jump .dodge_left_anticipate_left
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"Jump":
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jump .dodge_left_anticipate_jump
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"Parry":
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jump .dodge_left_anticipate_parry
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## Left -> anticipate -> left
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label .dodge_left_anticipate_left:
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"Erons sword that narrowly missed her right side quickly turns and aims for her legs."
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"The tradjectory of the sword is faster than she can dodge away but the increased distance allows eron to adjust the trajectory."
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"Eron upswings unter her raised arms quarely into Saras stomach"
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sara "Ugh!"
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thinking "That knocked the air out of me! I need to catch my breath. Or should I rewind?"
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menu:
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"[[Rewind]":
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call .do_rewind
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"Create distance":
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jump .dodge_left_anticipate_left_distance
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label .dodge_left_anticipate_left_distance:
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"Whack! Eron takes the momentum of the recoil from the stomach strike and makes a lightning fast spinning attack for Saras temple."
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screen black with dissolve
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jump .after_spar
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label .dodge_left_anticipate_jump:
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"Sara jumps over the incoming strike, landing gracefully."
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jump .eron_adjusts
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# Initial right
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label .dodge_right:
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label .parry:
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label .after_spar: |