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    Synopsis:

    A player damaged or destroyedf an item owned by an NPC, and an NPC (the owner or someone else) witnessed this and stops the player by starting this dialog. -- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim (= owner) or a witness of the crime.


  • 1.
    Narrator
    : *It seems you owe compensation for the item you just damaged.* ([GEN_CheckMagicPocketGold_2_463b0f43-5410-412d-aba3-875cf81c38ca])GEB_Crime_IsVictim, GEB_Crime_IsAngry = False
    • 15. Player: Fair enough. Here you go.d6480be7-500e-4160-927f-86acfd5c4e7bGEN_TransferNPCPayment_2
    • 15. Player: All right, I'll pay for it.d6480be7-500e-4160-927f-86acfd5c4e7bGEN_TransferNPCPayment_2
      • 17.
        Narrator
        : *You've paid the price for your vandalism. The matter is resolved.*
        End
      • 17.
        Narrator
        : *You never knew vandalism could prove so costly. Perhaps next time you'll be more careful.*
        End
    • 6. Player: I don't have that kind of gold.d6480be7-500e-4160-927f-86acfd5c4e7b = False
    • 6. Player: I can't afford that.d6480be7-500e-4160-927f-86acfd5c4e7b = False
      • 19.
        Narrator
        : *You refused to pay. Unfortunately, that means this is a matter for the guards.*CRIME_CallGuardsFromDialog
        End
      • 19.
        Narrator
        : *Your refusal to pay has done you few favours. It will be left to the guards to loosen your purse strings.*CRIME_CallGuardsFromDialog
        End
    • 22. Player: You're not getting a penny from me.
    • 22. Player: I don't think so.
      • Link to Node 19
    • 13. Player: Attack.TemporaryHostilityAfterDialog
      End
  • 2.
    Narrator
    : *You sense you just damaged something rather personal. An action you might come to regret.*GEB_Crime_IsVictim, NOT_MESSING_AROUNDTemporaryHostilityAfterDialog
    End
  • 2.
    Narrator
    : *Vandalising someone else's belongings wasn't your wisest decision. But it might be your last.*GEB_Crime_IsVictim, NOT_MESSING_AROUNDTemporaryHostilityAfterDialog
    End
  • 2.
    Narrator
    : *It seems the owner of that item was rather attached to it. You're about to face the consequences.*GEB_Crime_IsVictim, NOT_MESSING_AROUNDTemporaryHostilityAfterDialog
    End
  • 5.
    Narrator
    : *Perhaps you shouldn't go around vandalising things. It seems to make people want to kill you.*GEB_Crime_IsVictim = False, NOT_MESSING_AROUNDTemporaryHostilityAfterDialog
    End
  • 5.
    Narrator
    : *Vandals aren't tolerated around here. You're about to find out what happens to them.*GEB_Crime_IsVictim = False, NOT_MESSING_AROUNDTemporaryHostilityAfterDialog
    End
  • 5.
    Narrator
    : *Destruction of property is taken rather seriously around here. Time to defend yourself.*GEB_Crime_IsVictim = False, NOT_MESSING_AROUNDTemporaryHostilityAfterDialog
    End
  • 9.
    Narrator
    : *Your cavalier attitude to personal property is not always shared. For instance, this witness seems rather put out by your vandalism.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngryCRIME_CallGuardsFromDialog
  • 9.
    Narrator
    : *You won't get away with vandalism around here. This witness will make sure of it. As will the guards.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngryCRIME_CallGuardsFromDialog
  • 9.
    Narrator
    : *A witness saw you damaging someone else's property. It seems the guards are about to be called.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngryCRIME_CallGuardsFromDialog
    • 14. [Jump] Jump to Node 16 (2)
  • 11.
    Narrator
    : *You were seen vandalising someone else's property. Perhaps you should smooth things over.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngry = False
  • 11.
    Narrator
    : *Your vandalism has been spotted. An explanation is in order.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngry = False
  • 11.
    Narrator
    : *You damaged something that wasn't yours. You sense trouble brewing.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngry = False
    • 20. Player: Apologies! I meant no harm.
    • 20. Player: But - but - it was an accident!
    • 20. Player: Forgive me. I assure you it wasn't intentional.
      • 18.
        Narrator
        : *Your apology is reluctantly accepted.*
        End
      • 18.
        Narrator
        : *You manage to calm the situation down. Though next time, it may not be so simple.*
        End
    • 12. Player: No use crying over it, is there?
    • 12. Player: Things break. Get over it.
      • 0.
        Narrator
        : *You seem to have rather aggravated the situation. The guards are being summoned.*CRIME_CallGuardsFromDialog
        End
      • 0.
        Narrator
        : *You may want to move on, but the witness doesn't. The guards are on their way.*CRIME_CallGuardsFromDialog
        End
    • 7. Player: Attack.TemporaryHostilityAfterDialog
      End
  • 16.
    Narrator
    : *Breaking things is a lot of fun. What's less fun is when their owner threatens to call the guards.*GEB_Crime_IsVictim, GEB_Crime_IsAngry
  • 16.
    Narrator
    : *Your destructive tendencies have landed you in trouble. It looks like the owner is about to summon the guards.*GEB_Crime_IsVictim, GEB_Crime_IsAngry
    • 21. Player: Apologies! I meant no harm.
    • 21. Player: But - but - it was an accident!
    • 21. Player: Forgive me. I assure you it wasn't intentional.
      • 8.
        Narrator
        : *Your intention matters far less than the outcome. The guards will deal with this.*
        End
      • 8.
        Narrator
        : *Your contrition isn't enough. The guards will decide your punishment.*
        End
    • 3. Player: No use crying over it, is there?
    • 3. Player: Things break. Get over it.
      • 10.
        Narrator
        : *Your attitude might impress some, but it won't get you far here. Perhaps the guards will appreciate it.*CRIME_CallGuardsFromDialog
        End
      • 10.
        Narrator
        : *You should save your arguments for the guards. It's getting you nowhere at the moment.*CRIME_CallGuardsFromDialog
        End
    • 4. Player: Attack.TemporaryHostilityAfterDialog
      End