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AI Story Weaver<<set $playerName to "Shepherd">>
<<set $money to 250>>
/* Time and Calendar - Simple parts remain here */
<<set $day to 1>>
<<set $hour to 14>>
<<set $minute to 0>>
<<set $dayOfWeek to "Monday">>
<<set $days to ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"]>>
<<set $currentTimeSlot = "">>
<<set $NPC = { "test": { test:"to", t:"te"} }>><<dialogue "Earl" "Martha Periwinkle?" "amused">>
<<dialogue "Earl" "Sharp as a tack, that one. Ornery as a badger with a toothache if you catch her on a bad day, but her heart's mostly in the right place. She was devoted to Silas, and this town, in her own way." "neutral">>
<<dialogue "Earl" "If anyone can tell you the real state of things, or who might still care about the chapel, it's Martha. But don't expect her to sugarcoat it." "knowing">>
<<changeRelationship "Earl" 1>> /* He appreciates your interest */
* [[<<player "Thanks for the insight, Earl.">>|LeaveGeneralStore]]
* [[<<player "Does he know where Martha lives exactly?">>|EarlMarthaLocation]]<<set $currentLocation to "Chapel Exterior">>
<<advanceTime 12>> /* Takes about 10-15 mins to walk over and look */
You walk towards the <<print $church.name>>. The paint is peeling, and a few shingles are missing from the roof. The garden out front is overgrown with weeds, but you can see the remnants of what were once lovingly tended flowerbeds. The current condition is <<print $church.condition>>/100.
The large oak doors look sturdy, if a little weathered.
* [[Try the main doors.|ChapelDoors]]
* [[Walk around the building first.|ChapelExteriorView]]<<dialogue "Earl" "Elderflower Lane. It's the second left off Main, heading towards the old mill. Blue house, white picket fence. Can't miss it. Usually has too many wind chimes clanking away." "helpful">>
<<dialogue "Earl" "You tell her Earl sent ya. Might make her a bit less... prickly." "knowing">>
<<changeRelationship "Earl" 1>>
* [[<<player "Appreciate it, Earl.">>|LeaveGeneralStore]]<<set $currentLocation to "Earl's General Store">>
<<advanceTime 6>>
<<set $NPCs.Earl.known to true>>
You cross the street and enter the general store. A bell tinkles above the door.
<<if $NPCs.Earl.storyState is "initial">>
<<dialogue "Earl" "Well now, haven't seen you around before.">>
This must be Earl. His current disposition towards you seems to be <<print $NPCs.Earl.relationship>>.
* [[<<player "Just arrived. My uncle was Silas, the pastor at the chapel.">>|IntroduceSelfToEarl]]
* [[<<player "Just looking around. New in town.">>|StoreEvasiveWithEarl]]
<<else>>
<<dialogue "Earl" "Back again, $playerName?">>
* [[Ask Earl about town news.|EarlTownNews]]
* [[See what Earl has for sale.|EarlShop]]
* [[Leave the store.|OakhavenMainStreet]]
<</if>><<set $NPCs.Earl.storyState to "met_player">>
<<dialogue "Earl" "Silas's " + ($playerName.toLowerCase() == 'shepherd' ? 'kin' : 'nephew/niece') + ", eh? Name's Earl. Shame about Silas. Good man." "surprised">> /* Using 'surprised' emotion */
<span id="earl_q1">
<<dialogue "Earl" "So, you planning on... reopening the chapel?">>
* <<link "<<player 'Yes, that\'s the plan. It\'s what he would have wanted.'>>">>
<<changeRelationship "Earl" 5>>
<<updateChurchStat "reputation" 1>>
<<replace "#earl_q1">
<<dialogue "Earl" "Well, it won't be easy. Congregation's... scattered. Town's changed since Silas was in his prime. But, might do some good. Some folks miss it." "thoughtful">>
<<dialogue "Earl" "First thing you oughta do is talk to Martha Periwinkle. Lives in that blue house down Elderflower Lane. She was Silas's right hand for years. Knows everyone and everything." "helpful">>
<<set $NPCs.Martha.known to true>>
<<set $NPCs.Martha.dialogueAvailable to true>>
<br><br>
* [[Ask more about Martha.|AskEarlAboutMartha]]
* [[<<player "Thanks, Earl. I'll keep that in mind.">>|LeaveGeneralStore]]
<</replace>>
<<</link>>
* <<link "<<player 'I\'m still just figuring things out.'>>">>
<<changeRelationship "Earl" -2>>
<<replace "#earl_q1">
<<dialogue "Earl" "Suit yourself. Oakhaven doesn't change much for outsiders who ain't sure what they're about." "coolly">>
<br><br>
* [[<<player "Right. Well, I'll be seeing you.">>|LeaveGeneralStore]]
<</replace>>
<<</link>>
</span>You thank Earl and step back out onto Main Street.
<<advanceTime 6>>
What next?
* [[Head to the Chapel.|ChapelApproach]]
<<if $NPCs.Martha.known>>
* [[Try to find Elderflower Lane (and Martha Periwinkle).|SeekMartha]]
<</if>>
* [[Explore Main Street further.|OakhavenMainStreetExplore]]<<nobr>>
<<set _travelTime to $args[0]>>
<<set _destinationPassage to $args[1]>>
<<if typeof _travelTime === 'number' && _travelTime > 0>>
<<advanceTime _travelTime>>
<</if>>
<<if typeof _destinationPassage === 'string' && Passages.has(_destinationPassage)>>
<<goto _destinationPassage>>
<<else>>
/* Fallback if destination is somehow invalid - should not happen if map data is correct */
<<script>>
console.error("ProcessTravel: Invalid destination passage - " + State.variables._destinationPassage + ". Returning to previous location or map default.");
/* Optionally, try to go back to $map.currentLocationKey's passage if different,
or a known safe passage like OakhavenMainStreet */
<</script>>
<<goto $map.locations[$map.currentLocationKey].passageName || "OakhavenMainStreet">>
<</if>>
<</nobr>><<set $currentLocation to "Oakhaven Main Street - Contemplating">>
<<advanceTime 6>>
You remember your Uncle Silas's booming laugh and his unwavering faith. He poured his heart and soul into this community, into this little church. The thought fills you with a mix of sadness for his passing and determination to carry on his work. He wouldn't want to see it fall into ruin.
<<updateChurchStat "reputation" 1>> /* Small boost for personal conviction */
<<set $sermon.playerSkills.empathy to $sermon.playerSkills.empathy + 1>> /* Slight empathy boost */
* [[With renewed purpose, approach the chapel.|ChapelApproach]]<<set $currentLocation to "Oakhaven Main Street">>
<<set $hour to 14>> /* Arriving in the afternoon */
<<set $timeOfDay to "Afternoon">>
You step off the bus, a single suitcase in hand, onto the dusty main street of Oakhaven. The air is still, carrying the scent of pine and damp earth. Before you, the <<print $church.name>> stands silhouetted against the afternoon sun. It's smaller than you imagined, and a definite air of neglect hangs about it. This is it. Your uncle's legacy, and now, your responsibility.
A faded sign creaks softly in the breeze.
What's your first thought?
* [["It needs a lot of work, but it has potential."|ChapelApproach]]
* [["I hope the townsfolk are friendly."|TownApproach]]
* [["Uncle Silas always spoke so fondly of this place. I need to honor that."|ReflectUncle]]<<changeRelationship "Earl" -1>>
<<set $NPCs.Earl.storyState to "met_player_evasive">>
<<dialogue "Earl" "Alright then. Oakhaven's a quiet place. Most folks like it that way." "neutral">>
His current disposition is <<print $NPCs.Earl.relationship>>. He doesn't seem particularly impressed.
He seems to be waiting for you to say more, or leave.
* <<linkreplace "<<player 'Actually, my uncle was Silas, the pastor here.'>>">>
<<player "Actually, my uncle was Silas, from the chapel.">> /* Display player's decision */
<<changeRelationship "Earl" 1>> /* Regain a little from being evasive */
<br><br>
<<goto "IntroduceSelfToEarl">> /* Jump into the other conversation flow */
<</linkreplace>>
* [[<<player "Right then. I'll be seeing you.">>|LeaveGeneralStore]]<<set $currentLocation to "Oakhaven Main Street">>
<<advanceTime 6>>
You glance around Main Street. A few storefronts show signs of life: a general store, what looks like a diner, and a post office. An elderly woman tending a window box across the street glances at you curiously before quickly looking away.
It feels quiet. Perhaps too quiet. The general mood seems a bit reserved; your initial sense of town suspicion is <<print $townSuspicion>>. <!-- We should move $townSuspicion into a town-specific object later -->
* [[Head towards the chapel.|ChapelApproach]]
* [[Maybe introduce myself at the general store?|GeneralStoreIntro]]