/** * Events that can occur when any module is active (Except World. It's special.) **/ Events.Global = [ { /* The Thief */ title: _('The Thief'), isAvailable: function() { return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1; }, scenes: { 'start': { text: [ _('the villagers haul a filthy man out of the store room.'), _("say his folk have been skimming the supplies."), _('say he should be strung up as an example.') ], notification: _('a thief is caught'), blink: true, buttons: { 'kill': { text: _('hang him'), nextScene: {1: 'hang'} }, 'spare': { text: _('spare him'), nextScene: {1: 'spare'} } } }, 'hang': { text: [ _('the villagers hang the thief high in front of the store room.'), _('the point is made. in the next few days, the missing supplies are returned.') ], onLoad: function() { $SM.set('game.thieves', 2); $SM.remove('income.thieves'); $SM.addM('stores', $SM.get('game.stolen')); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } }, 'spare': { text: [ _("the man says he's grateful. says he won't come around any more."), _("shares what he knows about sneaking before he goes.") ], onLoad: function() { $SM.set('game.thieves', 2); $SM.remove('income.thieves'); $SM.addPerk('stealthy'); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_THIEF } ];