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C9D7: Scripts: bard
What bard does, turn by turn. CHARACTERS_ACT runs one step of a character's script each turn it can, and a step is an action the character tries as if it had typed it: RUN, TAKE, GIVE TO. A step that names nothing acts on whatever fits.
First comes the script table: one entry per script, a key and the script's address. Key 0 is an ordinary script -- the ones a character wanders between, picked at random by a 'switch at random' step. Any other key is an action code, and that script is the character's reaction when that is done to it: attacked, given something, captured.
Then the scripts, one step to a line. A step's first byte says what it is: its low four bits $00-$03 an action with objects (or, $01 and $03, a routine to call), $04 an action with none, $0E go to, $0F switch at random, $0C switch to a reaction. $10 added means an address follows, where the script goes on if the step is refused; $20 that the step is used up once it works (SCRIPT_DO zeroes its first byte); $40 that an order from the player cannot interrupt it. So $14 is an action with no objects, with somewhere to go if it is refused. The Characters page has every script written out.
BARD_SCRIPTS C9D7 DEFB $00 Key 0, an ordinary script: BARD_A
C9D8 DEFW BARD_A
C9DA DEFB $0F Key $0F, ATTACK WITH: its reaction, BARD_ON_ATTACK_WITH
C9DB DEFW BARD_ON_ATTACK_WITH
C9DD DEFB $FF End of the table
BARD_A -- An ordinary script: BARD_TAKES_ORDER, TAKE: wooden chest, Go to BARD_A.
BARD_A C9DE DEFB $43 Call BARD_TAKES_ORDER (an order cannot interrupt it)
C9DF DEFW BARD_TAKES_ORDER
C9E1 DEFB $00 Not used
BARD_ORDER_STEP C9E2 DEFB $42 TAKE: wooden chest (an order cannot interrupt it) -- rewritten by BARD_TAKES_ORDER with each order Bard is given
BARD_ORDER_ACTION C9E3 DEFB $13 The action
BARD_ORDER_OBJECTS C9E4 DEFB $25,$FF Its objects
C9E6 DEFB $0E Go to BARD_A
C9E7 DEFW BARD_A
BARD_ON_ATTACK_WITH -- The reaction to ATTACK WITH: SHOOT, Go to BARD_ON_ATTACK_WITH.
BARD_ON_ATTACK_WITH C9E9 DEFB $54,$3A SHOOT (an order cannot interrupt it)
C9EB DEFW ON_ATTACK_WITH If it is refused: ON_ATTACK_WITH
C9ED DEFB $0E Go to BARD_ON_ATTACK_WITH
C9EE DEFW BARD_ON_ATTACK_WITH
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