party
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ChineseParty Skill
Party Skill
Companions and group dynamics.
Motto: "You're never alone. Unless you want to be."
同伴与团队动态。
格言: “你永远不会孤单。除非你想独处。”
Key Concepts
核心概念
- Companions have relationships with you AND each other
- Emergent creation — asking about family CREATES them
- Maintenance — companions have needs too
- Selection — commands directed to selected targets (zero, one, many)
- 同伴与你及彼此之间存在关系
- 动态生成——询问家人相关内容会直接生成对应的角色
- 维护需求——同伴也有自身需求
- 目标选择——命令可指向选定的目标(零个、一个或多个)
Simulation State
模拟状态
In :
SIMULATION.ymlyaml
party:
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
leader: characters/don-hopkins/
formation: line
selection:
targets: [pub/cat-cave/terpie.yml] # Always a listSelection targets: Characters, rooms (rooms are characters too!), objects, concepts.
在中:
SIMULATION.ymlyaml
party:
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
leader: characters/don-hopkins/
formation: line
selection:
targets: [pub/cat-cave/terpie.yml] # 始终为列表形式选择目标: 角色、房间(房间也属于角色!)、物品、概念。
Recruitment
招募方式
| Method | How |
|---|---|
| Ask NPCs | Request they join |
| Family | Ask Mother about relatives |
| Summon | Use skill/ability |
| Hire | Pay gold |
| 方法 | 操作方式 |
|---|---|
| 询问NPC | 请求他们加入你的团队 |
| 亲属招募 | 向母亲询问亲属信息 |
| 召唤 | 使用技能或能力召唤 |
| 雇佣 | 支付金币雇佣佣兵 |
Roles
角色定位
| Role | Types |
|---|---|
| Frontline | Fighter, Guardian, Tank |
| Support | Navigator, Light-Bearer, Pack Mule |
| Specialist | Photographer, Chef, Merchant |
| Mystic | Oracle, Medium, Postal Savant |
| Wildcard | Pet, Sibling, Reformed Grue |
| 定位 | 类型 |
|---|---|
| 前线作战 | Fighter、Guardian、Tank |
| 支援辅助 | Navigator、Light-Bearer、Pack Mule |
| 专业特长 | Photographer、Painter、Chef、Merchant |
| 神秘专精 | Oracle、Medium、Postal Savant、Self Help Guru |
| 特殊变数 | Pet、Sibling、Reformed Grue |
Commands
基础指令
- /
SELECT [target]DESELECT - /
PARTY/RECRUITDISMISS PARTY FORMATION [line/circle/defensive]HOLD / FOLLOW / SCATTER / REGROUP[COMPANION] GUARD / SCOUT / FETCH
- /
SELECT [target]:选择目标/取消选择DESELECT - /
PARTY/RECRUIT:查看团队/招募同伴/解雇同伴DISMISS - :设置团队阵型(直线/圆形/防御型)
PARTY FORMATION [line/circle/defensive] - :坚守阵地/跟随队长/分散开来/重新集合
HOLD / FOLLOW / SCATTER / REGROUP - :指令同伴执行守卫/侦察/取回物品操作
[COMPANION] GUARD / SCOUT / FETCH
See Also
相关链接
- character — Companions are characters
- needs — Companions have needs
- room — Rooms can be selection targets
- character — 同伴属于角色范畴
- needs — 同伴拥有自身需求
- room — 房间可作为选择目标
Party Skill — Companions and Group Dynamics
Party Skill — 同伴与团队动态
Companions have relationships with you AND each other.
同伴与你及彼此之间存在关系。
skill:
name: party
tier: 1
protocol: PARTY-AS-ENSEMBLE
description: |
Party management for companions, groups, and ensemble play.
Companions have relationships with you AND each other.
Asking about family/pets CREATES them!
motto: "You're never alone. Unless you want to be."
skill:
name: party
tier: 1
protocol: PARTY-AS-ENSEMBLE
description: |
用于同伴、团队及群体协作的团队管理技能。
同伴与你及彼此之间存在关系。
询问家人/宠物相关内容会直接生成对应的角色!
motto: "你永远不会孤单。除非你想独处。"
RECRUITMENT
招募机制
recruitment:
methods:
ask_npcs: "Ask NPCs to join your party"
family: "Ask Mother about family members"
summon: "Summon via skill or ability"
hire: "Pay gold for mercenaries"
emergent: |
Asking about siblings/pets CREATES them!
"Do I have a sister?" → Now you do.
"What about my childhood dog?" → Dog appears in flashback/spirit.
recruitment:
methods:
ask_npcs: "请求NPC加入你的团队"
family: "向母亲询问家庭成员信息"
summon: "通过技能或能力召唤"
hire: "支付金币雇佣佣兵"
emergent: |
询问兄弟姐妹/宠物相关内容会直接生成对应的角色!
“我有姐姐吗?” → 现在你有了。
“我的童年狗狗怎么样了?” → 狗狗会以闪回/灵魂形式出现。
ROLES
角色定位详情
roles:
frontline:
types: ["Fighter", "Guardian", "Tank"]
function: "Takes hits, blocks, protects"
support:
types: ["Navigator", "Light-Bearer", "Pack Mule"]
function: "Carries, guides, illuminates"
specialist:
types: ["Photographer", "Painter", "Chef", "Merchant"]
function: "Unique skills for specific situations"
mystic:
types: ["Oracle", "Medium", "Postal Savant", "Self Help Guru"]
function: "Information, foresight, strange knowledge"
wildcard:
types: ["Pet", "Sibling", "Reformed Grue"]
function: "Unpredictable, emotional, surprising"
roles:
frontline:
types: ["Fighter", "Guardian", "Tank"]
function: "承受伤害、阻挡攻击、保护队友"
support:
types: ["Navigator", "Light-Bearer", "Pack Mule"]
function: "携带物资、指引方向、提供照明"
specialist:
types: ["Photographer", "Painter", "Chef", "Merchant"]
function: "针对特定场景提供独特技能"
mystic:
types: ["Oracle", "Medium", "Postal Savant", "Self Help Guru"]
function: "提供信息、预知未来、掌握奇异知识"
wildcard:
types: ["Pet", "Sibling", "Reformed Grue"]
function: "行为不可预测、富有情感、带来意外惊喜"
COMMANDS
指令详情
commands:
formation:
syntax: "PARTY FORMATION [type]"
options:
line: "Single file for corridors"
circle: "Defensive, protect center"
defensive: "Tanks front, support back"
scatter: "Spread out for traps"
orders:
HOLD: "Stay in place"
FOLLOW: "Follow leader"
SCATTER: "Everyone spread out"
REGROUP: "Come back together"
individual:
syntax: "[COMPANION] [action]"
actions:
GUARD: "Protect a location/person"
SCOUT: "Explore ahead"
FETCH: "Retrieve an item"
DISTRACT: "Draw attention away"
special:
SWARM: "All companions attack target"
POSSESS: "Take direct control (mystic)"
SUMMON: "Call companion from elsewhere"
commands:
formation:
syntax: "PARTY FORMATION [type]"
options:
line: "适用于走廊的单列阵型"
circle: "防御阵型,保护中心目标"
defensive: "坦克在前、支援在后的防御阵型"
scatter: "分散阵型以躲避陷阱"
orders:
HOLD: "留在当前位置"
FOLLOW: "跟随队长"
SCATTER: "全员分散"
REGROUP: "回到队长身边集合"
individual:
syntax: "[COMPANION] [action]"
actions:
GUARD: "保护指定地点/人物"
SCOUT: "提前探索前方区域"
FETCH: "取回指定物品"
DISTRACT: "吸引注意力转移目标"
special:
SWARM: "所有同伴攻击指定目标"
POSSESS: "直接控制目标(神秘专精专属)"
SUMMON: "从其他地点召唤同伴"
DYNAMICS
团队动态
dynamics:
intra_party: |
Companions have relationships with EACH OTHER.
- Siblings may bicker
- Pets bond with certain people
- Rivals can become friends
- Romance possible
maintenance: |
Companions have needs too:
- Must be fed (hunger)
- Need rest (energy)
- Crave interaction (social)
- Can get bored (fun)
loyalty: |
Relationship with leader affects:
- Willingness to follow dangerous orders
- Combat effectiveness
- Likelihood to leave party
- Special abilities unlocked
dynamics:
intra_party: |
同伴之间也存在相互关系。
- 兄弟姐妹可能会争吵
- 宠物会与特定人物建立亲密关系
- 对手可能成为朋友
- 可能发展出浪漫关系
maintenance: |
同伴也有自身需求:
- 需要进食(饥饿需求)
- 需要休息(精力需求)
- 需要社交互动(社交需求)
- 需要娱乐(趣味需求)
loyalty: |
与队长的关系会影响:
- 执行危险命令的意愿
- 战斗效能
- 离开团队的可能性
- 特殊能力的解锁
SIMULATION STATE — Party & Selection
模拟状态——团队与选择
simulation_state:
description: |
Party and selection state lives in SIMULATION.yml (or session state).
Tracks who's in the party and who commands are directed to.
structure: |
# In SIMULATION.yml or adventure session state
party:
# References to character homes (not copies)
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
- characters/bumblewick-fantastipants/
leader: characters/don-hopkins/
formation: line
selection:
# Who commands are directed to (zero, one, or many)
# Always a list for consistency
targets: [] # No one selected
targets: [characters/don-hopkins/] # Self
targets: [pub/cat-cave/terpie.yml] # One companion
targets: # Multiple
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
selection_targets:
characters: "Players, NPCs, companions, pets"
rooms: "Rooms can be characters too — talk to them!"
objects: "Animist model — objects can respond"
concepts: "Abstract entities (factions, spirits)"
examples:
talk_to_room: |
selection:
targets: [pub/]
> HELLO
The pub itself seems to welcome you.
Warm lights flicker in greeting.
command_multiple: |
selection:
targets:
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
> FOLLOW ME
Both cats look up, stretch, and pad after you.
self_selected: |
selection:
targets: [characters/don-hopkins/]
> EXAMINE
You look at yourself...
commands:
SELECT:
syntax: "SELECT [target]" | "SELECT [target1], [target2]"
effect: "Sets selection.targets"
DESELECT:
syntax: "DESELECT" | "DESELECT [target]"
effect: "Clears or removes from selection.targets"
PARTY:
syntax: "PARTY"
effect: "Shows current party members and formation"
RECRUIT:
syntax: "RECRUIT [character]"
effect: "Adds to party.members"
DISMISS:
syntax: "DISMISS [character]"
effect: "Removes from party.members"simulation_state:
description: |
团队与选择状态存储在SIMULATION.yml(或会话状态)中。
用于追踪团队成员及命令的目标对象。
structure: |
# 在SIMULATION.yml或冒险会话状态中
party:
# 引用角色的存储路径(而非副本)
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
- characters/bumblewick-fantastipants/
leader: characters/don-hopkins/
formation: line
selection:
# 命令的目标对象(零个、一个或多个)
# 始终以列表形式保持一致性
targets: [] # 未选择任何目标
targets: [characters/don-hopkins/] # 选择自己
targets: [pub/cat-cave/terpie.yml] # 选择单个同伴
targets: # 选择多个目标
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
selection_targets:
characters: "玩家、NPC、同伴、宠物"
rooms: "房间也属于角色范畴——可以与它们对话!"
objects: "泛灵论模型——物品可以做出回应"
concepts: "抽象实体(派系、灵魂)"
examples:
talk_to_room: |
selection:
targets: [pub/]
> 你好
酒馆似乎对你表示欢迎。
温暖的灯光闪烁着打招呼。
command_multiple: |
selection:
targets:
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
> 跟着我
两只猫抬起头,伸了个懒腰,跟在你身后。
self_selected: |
selection:
targets: [characters/don-hopkins/]
> 检查自己
你看向自己...
commands:
SELECT:
syntax: "SELECT [target]" | "SELECT [target1], [target2]"
effect: "设置selection.targets的目标列表"
DESELECT:
syntax: "DESELECT" | "DESELECT [target]"
effect: "清空或移除selection.targets中的目标"
PARTY:
syntax: "PARTY"
effect: "显示当前团队成员及阵型"
RECRUIT:
syntax: "RECRUIT [character]"
effect: "将角色添加到party.members列表"
DISMISS:
syntax: "DISMISS [character]"
effect: "将角色从party.members列表移除"EMERGENT CREATION
动态生成机制
emergent_creation:
principle: |
Asking about family or companions CREATES them.
The world grows to accommodate your questions.
examples:
sister: |
Player: "Do I have a sister?"
DM: Creates sister with personality, location, relationship
childhood_pet: |
Player: "What about my old dog?"
DM: Creates dog (living, spirit, or memory)
mother_help: |
Player: "Ask Mother who else can help"
Mother: Reveals cousin, old friend, or creates new NPCintegrates_with:
- skill: simulation how: "Party and selection state lives in SIMULATION.yml"
- skill: character how: "Companions are characters"
- skill: needs how: "Companions have needs"
- skill: room how: "Companions move through rooms"
- skill: buff how: "Some companions grant buffs"
emergent_creation:
principle: |
询问家人或同伴相关内容会直接生成对应的角色。
世界会根据你的问题进行扩展。
examples:
sister: |
玩家:“我有姐姐吗?”
DM:创建具有性格、位置和关系设定的姐姐角色
childhood_pet: |
玩家:“我的老狗狗怎么样了?”
DM:创建狗狗角色(活着、灵魂或记忆形式)
mother_help: |
玩家:“问妈妈还有谁能帮忙”
妈妈:透露表亲、老朋友信息,或创建新的NPCintegrates_with:
- skill: simulation how: "团队与选择状态存储在SIMULATION.yml中"
- skill: character how: "同伴属于角色范畴"
- skill: needs how: "同伴拥有自身需求"
- skill: room how: "同伴在房间之间移动"
- skill: buff how: "部分同伴可提供增益效果" ",