feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
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@@ -17,8 +17,10 @@ Context = {}
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--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
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--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
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--- * meters (table) Meter values (see Meter.get_initial).<br/>
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--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
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--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
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--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
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--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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function Context.initial_data()
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return {
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@@ -33,9 +35,11 @@ function Context.initial_data()
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minigame_button_mash = {},
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minigame_rhythm = {},
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meters = Meter.get_initial(),
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ascension = Ascension.get_initial(),
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timer = Timer.get_initial(),
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triggers = {},
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home_norman_visible = false,
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have_met_sumphore = false,
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game = {
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current_screen = "home",
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current_situation = nil,
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