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Synopsis:
A player attacked an NPC, an NPC saw the player when they did so, and immediately reacts to the player.
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim or a witness of the crime.
How to trigger:
Attack an NPC.
4. : [TagGreeting]
devnoteGEB_Crime_IsAngry
0. : [TagAnswer]
devnoteCIVILIAN = False
1. : *You've pushed things too far. Now you have a fight on your hands.*TemporaryHostilityAfterDialogEnd
1. : *It seems your attack will have consequences. Immediate, violent consequences.*TemporaryHostilityAfterDialogEnd
1. : *You opted for violence - now you'll receive violence in turn.*TemporaryHostilityAfterDialogEnd
2. : [TagAnswer]
devnoteCIVILIAN, BADASSCIVILIAN
3. : *Your assault has caused panic. You may soon face greater odds than you had bargained for.*CRIME_FleeHelpFromDialogEnd
3. : *You've started a panic. Word of your actions is about to spread.*CRIME_FleeHelpFromDialogEnd
3. : *Your aggression has gone too far. You're being reported to the guards.*CRIME_FleeHelpFromDialogEnd
5. : *Your aggression has won you no friends. Any further violence could be met with the same.*GEB_Crime_IsAngry = FalseEnd
5. : *Your actions have not gone unnoticed. If they persist, it seems they will not go unpunished.*GEB_Crime_IsAngry = FalseEnd
5. : *Your actions are pushing tempers to the limit. Persist, and things may get out of hand.*GEB_Crime_IsAngry = FalseEnd
5. : *Your violence is drawing the wrong kind of attention. Keep going, and there might be trouble.*GEB_Crime_IsAngry = FalseEnd
6. : *Your attack has drawn cold scrutiny. Repeating your actions could have dire consequences.*GEB_Crime_IsAngry = False, CONSTRUCTEnd