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Openai/694f5245-1110-800b-b182-7c2accd50046
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==== 你可以把這段丟過去,讓它建立一個「事件→台詞」的通訊層: ==== <syntaxhighlight lang="text">Patch L / AC-style Comms layer (atmosphere only) Do NOT change gameplay logic, enemies, rooms, or rewards. Only add an AC-style communications system that prints short messages triggered by events. 1) Add comms queue: * comms.push({speaker:"CONTROL"|"CONTRACT", text:"...", ttl:2.5}) * Render as a small terminal panel (top-left or bottom-left), scrolling lines. * Keep lines short, punchy, all-caps optional. 2) Trigger points + sample lines: * Game start (SAFE room): CONTROL: "MERCENARY. WAKE UP." CONTRACT: "CONTRACT LOGGED. COMPLIANCE REQUIRED." * Enter COMBAT room: CONTROL: "CONTACT. CLEAR THE SITE." CONTRACT: "DELIVERY CONDITION: OUTPOST CAPTURE." * Entry grace begins: CONTROL: "ENTRY SCAN... HOLD." (optional countdown) * Lockdown: CONTROL: "LOCKDOWN. NO EXIT." * Stage clear: CONTROL: "STAGE CLEAR." CONTRACT: "SALVAGE WINDOW OPEN." * Boss warning: CONTROL: "WARNING: HEAVY SIGNATURE." CONTRACT: "PRIORITY TARGET AUTHORIZED." * Boss defeated: CONTROL: "TARGET DOWN." CONTRACT: "REWARD RELEASED. CHOOSE." * Taking heavy damage: CONTROL: "ARMOR FAILING." CONTRACT: "ASSET DEPRECIATION DETECTED." 3) Style rules: * No long paragraphs. 1 line = 3~8 words. * Alternate speakers for contrast. Acceptance: * Messages appear reliably on each trigger without breaking FPS or UI. * Comms never blocks inputs. </syntaxhighlight>
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