/** * 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) && State.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', 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() { State.thieves = 2; Engine.removeIncome('thieves'); Engine.addStores(State.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() { State.thieves = 2; Engine.removeIncome('thieves'); Engine.addPerk('stealthy'); }, buttons: { 'leave': { text: 'leave', nextScene: 'end' } } } } } ];