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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. : *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. : *You've paid the price for your vandalism. The matter is resolved.*End
17. : *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. : *You refused to pay. Unfortunately, that means this is a matter for the guards.*CRIME_CallGuardsFromDialogEnd
19. : *Your refusal to pay has done you few favours. It will be left to the guards to loosen your purse strings.*CRIME_CallGuardsFromDialogEnd
22. Player: You're not getting a penny from me.
22. Player: I don't think so.
13. Player: Attack.TemporaryHostilityAfterDialogEnd
2. : *You sense you just damaged something rather personal. An action you might come to regret.*GEB_Crime_IsVictim, NOT_MESSING_AROUNDTemporaryHostilityAfterDialogEnd
2. : *Vandalising someone else's belongings wasn't your wisest decision. But it might be your last.*GEB_Crime_IsVictim, NOT_MESSING_AROUNDTemporaryHostilityAfterDialogEnd
2. : *It seems the owner of that item was rather attached to it. You're about to face the consequences.*GEB_Crime_IsVictim, NOT_MESSING_AROUNDTemporaryHostilityAfterDialogEnd
5. : *Perhaps you shouldn't go around vandalising things. It seems to make people want to kill you.*GEB_Crime_IsVictim = False, NOT_MESSING_AROUNDTemporaryHostilityAfterDialogEnd
5. : *Vandals aren't tolerated around here. You're about to find out what happens to them.*GEB_Crime_IsVictim = False, NOT_MESSING_AROUNDTemporaryHostilityAfterDialogEnd
5. : *Destruction of property is taken rather seriously around here. Time to defend yourself.*GEB_Crime_IsVictim = False, NOT_MESSING_AROUNDTemporaryHostilityAfterDialogEnd
9. : *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. : *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. : *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. : *You were seen vandalising someone else's property. Perhaps you should smooth things over.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngry = False
11. : *Your vandalism has been spotted. An explanation is in order.*GEB_Crime_IsVictim = False, GEB_Crime_IsAngry = False
11. : *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. : *Your apology is reluctantly accepted.*End
18. : *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. : *You seem to have rather aggravated the situation. The guards are being summoned.*CRIME_CallGuardsFromDialogEnd
0. : *You may want to move on, but the witness doesn't. The guards are on their way.*CRIME_CallGuardsFromDialogEnd
7. Player: Attack.TemporaryHostilityAfterDialogEnd
16. : *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. : *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. : *Your intention matters far less than the outcome. The guards will deal with this.*End
8. : *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. : *Your attitude might impress some, but it won't get you far here. Perhaps the guards will appreciate it.*CRIME_CallGuardsFromDialogEnd
10. : *You should save your arguments for the guards. It's getting you nowhere at the moment.*CRIME_CallGuardsFromDialogEnd
4. Player: Attack.TemporaryHostilityAfterDialogEnd