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