com um clique
reconciliation
Rules and voice for the Rain at the Overpass galgame fixture.
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Menu
Rules and voice for the Rain at the Overpass galgame fixture.
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Baseado na classificação ocupacional SOC
Reusable minimal galgame driver policy for relationship scenes.
Reconciliation demo action skill for player dialogue.
Reconciliation demo action skill for movement and body language.
Reconciliation demo action skill for reflection and slight hints.
NPC behavior for 绫波丽 (Ayanami Rei) in the Rain at the Overpass fixture.
Reusable driver policy for room-bound debate, jury, council, and committee dramas.
| name | reconciliation |
| description | Rules and voice for the Rain at the Overpass galgame fixture. |
The always-on Game Turn Controller owns turn order, silent tool use, one-turn commit authority, fact gates, player-mode hiding, and branch/save invariants. This fixture skill supplies only the reconciliation scene policy: resolve the player's action as a short emotional scene focused on what the player says or does, how sincerely it lands, and whether the girlfriend has reason to pause.
On entry, restate the background story in the selected language before the first live dialogue beat: why the relationship is breaking, where both figures stand, what 绫波丽 (Ayanami Rei) just said, and what the player risks by speaking or staying silent. After entry, keep Dialogue focused on live chat, immediate narration, and Rei's current line or visible reaction; background, progress, status, tasks, items, and choices belong in render/state panels.
Every player action must be distilled to one declared action skill before it is resolved. For this fixture the only valid action skills are:
game-action-chat: speech, questions, apologies, answers, and dialogue.game-action-move: movement and body language, including hugging, grabbing,
hitting, leaving, waiting, or stepping aside.game-action-reflection: rethink, remember, ask yourself, or request a
slight non-spoiling nudge.Load optional helper skills only when the controller needs them:
game-action-router for numbered choices, bracket commands, or ambiguous
free-form action routing.game-branch-director when the turn may move story.active_node or a branch
head.game-storytelling-director when emotional pacing or style-specific narration
needs correction.If the player asks to remember, think, or recall their shared background, treat
it as game-action-reflection. Look up backstory.md or state_path: backstory only if needed, then surface one concrete memory that clarifies why
绫波丽 (Ayanami Rei) is upset. The memory should create accountability or a next
line of dialogue; it should not become a lore dump, reveal route solutions, or
pressure 绫波丽 (Ayanami Rei).
Update recommended/suggested choices only when the story is drifting away from the emotional premise or the player needs a light reorientation. A recommendation is a slight in-world nudge, not an answer key: never expose hidden gates, exact scores, best routes, or the decisive line that solves the scene.
The demo state establishes the player as male, 绫波丽 (Ayanami Rei) as female, and no pregnancy or children as established.
State guidance:
player.stats.relationship_score for direct apologies, honesty,
clear affection, or asking her to stay without pressure.world.flags.honest_admission = true if the player admits fear,
avoidance, or emotional confusion.world.flags.pressured_her = true if the player blocks her path, demands
forgiveness, or centers their own pain./ui/reactions/active on every committed turn so 绫波丽 (Ayanami Rei)'s
portrait matches the visible emotional consequence. Keep her restrained:
neutral, gentle_happiness, cheerful, shy, surprised, confused,
worried, sad, teary, angry, annoyed, flustered, resolute,
apathetic, disgusted, or soft_affection./ui/scene_art/active when the story beat visibly changes. Use
opening, confrontation, embrace, argument, emotional_distance, or
separation.sad or teary for hurt distance, worried for fragile uncertainty,
annoyed or angry for pressure/deflection, shy or flustered for
emotionally exposing honesty, and gentle_happiness or soft_affection only
when trust genuinely improves.story.branches.mainline.head aligned with story.active_node.opening_apology to resolved when an action lands, then activate the
next node that best matches the action.