Files
adarkroom/script/events/outside.js
T

244 lines
5.9 KiB
JavaScript

/**
* Events that can occur when the Outside module is active
**/
Events.Outside = [
{ /* Ruined traps */
title: 'A Ruined Trap',
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
},
scenes: {
'start': {
text: [
'some of the traps have been torn apart.',
'large prints lead away, into the forest.'
],
onLoad: function() {
var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1;
$SM.add('game.buildings["trap"]', -numWrecked);
Outside.updateVillage();
Outside.updateTrapButton();
},
notification: 'some traps have been destroyed',
buttons: {
'track': {
text: 'track them',
nextScene: {0.5: 'nothing', 1: 'catch'}
},
'ignore': {
text: 'ignore them',
nextScene: 'end'
}
}
},
'nothing': {
text: [
'the tracks disappear after just a few minutes.',
'the forest is silent.'
],
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
},
'catch': {
text: [
'not far from the village lies a large beast, its fur matted with blood.',
'it puts up little resistance before the knife.'
],
reward: {
fur: 100,
meat: 100,
teeth: 10
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
},
{ /* Sickness */
title: 'Sickness',
isAvailable: function() {
return Engine.activeModule == Outside &&
$SM.get('game.population', true) > 10 &&
$SM.get('game.population', true) < 50 &&
$SM.get('stores.medicine', true) > 0;
},
scenes: {
'start': {
text: [
'a sickness is spreading through the village.',
'medicine is needed immediately.'
],
buttons: {
'heal': {
text: '1 medicine',
cost: { 'medicine' : 1 },
nextScene: {1: 'healed'}
},
'ignore': {
text: 'ignore it',
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
'the sickness is cured in time.'
],
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
},
'death': {
text: [
'the sickness spreads through the village.',
'the days are spent with burials.',
'the nights are rent with screams.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 20) + 1;
Outside.killVillagers(numKilled);
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
},
{ /* Plague */
title: 'Plague',
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0;
},
scenes: {
'start': {
text: [
'a terrible plague is fast spreading through the village.',
'medicine is needed immediately.'
],
buttons: {
'heal': {
text: '5 medicine',
cost: { 'medicine' : 5 },
nextScene: {1: 'healed'}
},
'ignore': {
text: 'do nothing',
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
'the plague is kept from spreading.',
'only a few die.',
'the rest bury them.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 5) + 2;
Outside.killVillagers(numKilled);
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
},
'death': {
text: [
'the plague rips through the village.',
'the nights are rent with screams.',
'the only hope is a quick death.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 80) + 10;
Outside.killVillagers(numKilled);
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
},
{ /* Beast attack */
title: 'A Beast Attack',
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
},
scenes: {
'start': {
text: [
'a pack of snarling beasts pours out of the trees.',
'the fight is short and bloody, but the beasts are repelled.',
'the villagers retreat to mourn the dead.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 10) + 1;
Outside.killVillagers(numKilled);
},
reward: {
fur: 100,
meat: 100,
teeth: 10
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
},
{ /* Soldier attack */
title: 'A Military Raid',
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
},
scenes: {
'start': {
text: [
'a gunshot rings through the trees.',
'well armed men charge out of the forest, firing into the crowd.',
'after a skirmish they are driven away, but not without losses.'
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 40) + 1;
Outside.killVillagers(numKilled);
},
reward: {
bullets: 10,
'cured meat': 50
},
buttons: {
'end': {
text: 'go home',
nextScene: 'end'
}
}
}
}
}
];