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Original

English
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Translation

Chinese

Party 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.yml
:
yaml
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 list
Selection targets: Characters, rooms (rooms are characters too!), objects, concepts.
SIMULATION.yml
中:
yaml
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

MethodHow
Ask NPCsRequest they join
FamilyAsk Mother about relatives
SummonUse skill/ability
HirePay 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

RoleTypes
FrontlineFighter, Guardian, Tank
SupportNavigator, Light-Bearer, Pack Mule
SpecialistPhotographer, Chef, Merchant
MysticOracle, Medium, Postal Savant
WildcardPet, 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
    /
    RECRUIT
    /
    DISMISS
  • PARTY FORMATION [line/circle/defensive]
  • HOLD / FOLLOW / SCATTER / REGROUP
  • [COMPANION] GUARD / SCOUT / FETCH
  • SELECT [target]
    /
    DESELECT
    :选择目标/取消选择
  • PARTY
    /
    RECRUIT
    /
    DISMISS
    :查看团队/招募同伴/解雇同伴
  • PARTY FORMATION [line/circle/defensive]
    :设置团队阵型(直线/圆形/防御型)
  • HOLD / FOLLOW / SCATTER / REGROUP
    :坚守阵地/跟随队长/分散开来/重新集合
  • [COMPANION] GUARD / SCOUT / FETCH
    :指令同伴执行守卫/侦察/取回物品操作

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 NPC
integrates_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NPC
integrates_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" ",