/tg/ Station 13 - Modules - TypesVar Details - Proc Details

memory

Little tidbits of past events generated by the player doing things.

Can be used in engravings, dreams, and changeling succs.

All of those things are supposed to be taken vaguely - Engravings crossround and should not include names, dreams and succs are memory goop. As such, the generated text of the memory is vague.

Don't hold any references in this, it's not necessary.

Vars

antagonist_nameThe main villain of the memory.
deuteragonist_nameThe side character of the memory.
memorizerJob of the person memorizing the event
memorizer_mindMind of who is memorizing the event
memory_flagsFlags of any special behavior for the memory
mood_verbIf this memory changes based on mood, this is the verb it uses.
nameThe name of the MEMORY that the user sees. Something like "The time the Clown did a sweet flip".
protagonist_nameThe main character of the memory.
story_valueThe value of the mood in it's worth as a story. Defines how beautiful art from it can be, and whether or not it stays in persistence.
whereWhere this memory took place.

Procs

build_story_characterWhen passed a "character", returns the name of the character formatted for stories
generate_memory_nameGenerates a name for the memory.
generate_storyGenerates a story based on this memory.
get_happy_moodsUsed to select a mood verb if the protagonist is happy for memories that do not have MEMORY_FLAG_NOMOOD set.
get_locationsReturns a list of locations for use in stories which do not have MEMORY_FLAG_NOLOCATION set.
get_moodsReturns a list of mood phrases for the memory.
get_namesReturns a list of names for [proc/select_mood_verb] to select from.
get_neutral_moodsUsed to select a mood verb if the protagonist is neither happy or sad for memories that do not have MEMORY_FLAG_NOMOOD set.
get_sad_moodsUsed to select a mood verb if the protagonist is sad for memories that do not have MEMORY_FLAG_NOMOOD set.
get_startsReturns a list of story starts for the memory.
select_mood_verbSelects a mood related verb for the memory.

Var Details

antagonist_name

The main villain of the memory.

deuteragonist_name

The side character of the memory.

memorizer

Job of the person memorizing the event

memorizer_mind

Mind of who is memorizing the event

memory_flags

Flags of any special behavior for the memory

mood_verb

If this memory changes based on mood, this is the verb it uses.

name

The name of the MEMORY that the user sees. Something like "The time the Clown did a sweet flip".

protagonist_name

The main character of the memory.

story_value

The value of the mood in it's worth as a story. Defines how beautiful art from it can be, and whether or not it stays in persistence.

where

Where this memory took place.

Proc Details

build_story_character

When passed a "character", returns the name of the character formatted for stories

If character is a string, it will just return it back.

Otherwise, it will try to generate a title based on the mob's assigned role.

If the character has no mind or no assigned role, it'll just return their name.

generate_memory_name

Generates a name for the memory.

generate_story

Generates a story based on this memory.

Arguments

get_happy_moods

Used to select a mood verb if the protagonist is happy for memories that do not have MEMORY_FLAG_NOMOOD set.

get_locations

Returns a list of locations for use in stories which do not have MEMORY_FLAG_NOLOCATION set.

get_moods

Returns a list of mood phrases for the memory.

Mood phrases are necessary if MEMORY_FLAG_NOMOOD is not set. They are used in making stories out of memories. These are phrases that change in their verbage depending on the mood of the PROTAGONIST at the time of the memory.

For example: "The clown grins (this is the mood verb) at the audience.". You can use any information tidbits in your names to fill them out. Mood phrases should be punctated, as they are their own independent clause. Mood phrases should always include the [mood_verb] var, as well.

get_names

Returns a list of names for [proc/select_mood_verb] to select from.

This is necessary to implement. Names should be at-a-glance summaries of what the memory entails.

For example: "The time the Clown did a sweet flip.". You can use any information tidbits in your names to fill them out. Your names should be puncuated.

get_neutral_moods

Used to select a mood verb if the protagonist is neither happy or sad for memories that do not have MEMORY_FLAG_NOMOOD set.

get_sad_moods

Used to select a mood verb if the protagonist is sad for memories that do not have MEMORY_FLAG_NOMOOD set.

get_starts

Returns a list of story starts for the memory.

Starts are necessary if [MEMORY_FLAG_NOSTORY] is not set. They are used in generating stories out of memories.

For example: "The Clown cracks his hands and honks his horn as he prepares to do a backflip". You can use any information tidbits in your names to fill them out. If the memory is not MEMORY_FLAG_NOMOOD, your starts should NOT be puncuated, as a mood phrase will follow. They should also be in the present tense.

select_mood_verb

Selects a mood related verb for the memory.

Arguments