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/**
* Events that can occur when the Room module is active
**/
Events.Room = [
{ /* The Nomad -- Merchant */
title: _('The Nomad'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0;
},
scenes: {
'start': {
text: [
_('a nomad shuffles into view, laden with makeshift bags bound with rough twine.'),
_("won't say from where he came, but it's clear that he's not staying.")
],
notification: _('a nomad arrives, looking to trade'),
blink: true,
buttons: {
'buyScales': {
text: _('buy scales'),
cost: { 'fur': 100 },
reward: { 'scales': 1 }
},
'buyTeeth': {
text: _('buy teeth'),
cost: { 'fur': 200 },
reward: { 'teeth': 1 }
},
'buyBait': {
text: _('buy bait'),
cost: { 'fur': 5 },
reward: { 'bait': 1 },
notification: _('traps are more effective with bait.')
},
'buyCompass': {
available: function() {
return $SM.get('stores.compass', true) < 1;
},
text: _('buy compass'),
cost: { fur: 300, scales: 15, teeth: 5 },
reward: { 'compass': 1 },
notification: _('the old compass is dented and dusty, but it looks to work.')
},
'goodbye': {
text: _('say goodbye'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_NOMAD
},
{ /* Noises Outside -- gain wood/fur */
title: _('Noises'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
'start': {
text: [
_('through the walls, shuffling noises can be heard.'),
_("can't tell what they're up to.")
],
notification: _('strange noises can be heard through the walls'),
blink: true,
buttons: {
'investigate': {
text: _('investigate'),
nextScene: { 0.3: 'stuff', 1: 'nothing' }
},
'ignore': {
text: _('ignore them'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
_('vague shapes move, just out of sight.'),
_('the sounds stop.')
],
buttons: {
'backinside': {
text: _('go back inside'),
nextScene: 'end'
}
}
},
'stuff': {
reward: { wood: 100, fur: 10 },
text: [
_('a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.'),
_('the night is silent.')
],
buttons: {
'backinside': {
text: _('go back inside'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_NOISES_OUTSIDE
},
{ /* Noises Inside -- trade wood for better good */
title: _('Noises'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
start: {
text: [
_('scratching noises can be heard from the store room.'),
_('something\'s in there.')
],
notification: _('something\'s in the store room'),
blink: true,
buttons: {
'investigate': {
text: _('investigate'),
nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
},
'ignore': {
text: _('ignore them'),
nextScene: 'end'
}
}
},
scales: {
text: [
_('some wood is missing.'),
_('the ground is littered with small scales')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
numWood = Math.floor(numWood * 0.1);
if(numWood === 0) numWood = 1;
var numScales = Math.floor(numWood / 5);
if(numScales === 0) numScales = 1;
$SM.addM('stores', {'wood': -numWood, 'scales': numScales});
},
buttons: {
'leave': {
text: _('leave'),
nextScene: 'end'
}
}
},
teeth: {
text: [
_('some wood is missing.'),
_('the ground is littered with small teeth')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
numWood = Math.floor(numWood * 0.1);
if(numWood === 0) numWood = 1;
var numTeeth = Math.floor(numWood / 5);
if(numTeeth === 0) numTeeth = 1;
$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
},
buttons: {
'leave': {
text: _('leave'),
nextScene: 'end'
}
}
},
cloth: {
text: [
_('some wood is missing.'),
_('the ground is littered with scraps of cloth')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
numWood = Math.floor(numWood * 0.1);
if(numWood === 0) numWood = 1;
var numCloth = Math.floor(numWood / 5);
if(numCloth === 0) numCloth = 1;
$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
},
buttons: {
'leave': {
text: _('leave'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_NOISES_INSIDE
},
{ /* The Beggar -- trade fur for better good */
title: _('The Beggar'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur');
},
scenes: {
start: {
text: [
_('a beggar arrives.'),
_('asks for any spare furs to keep him warm at night.')
],
notification: _('a beggar arrives'),
blink: true,
buttons: {
'50furs': {
text: _('give 50'),
cost: {fur: 50},
nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
},
'100furs': {
text: _('give 100'),
cost: {fur: 100},
nextScene: { 0.5: 'teeth', 0.8: 'scales', 1: 'cloth' }
},
'deny': {
text: _('turn him away'),
nextScene: 'end'
}
}
},
scales: {
reward: { scales: 20 },
text: [
_('the beggar expresses his thanks.'),
_('leaves a pile of small scales behind.')
],
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
teeth: {
reward: { teeth: 20 },
text: [
_('the beggar expresses his thanks.'),
_('leaves a pile of small teeth behind.')
],
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
cloth: {
reward: { cloth: 20 },
text: [
_('the beggar expresses his thanks.'),
_('leaves some scraps of cloth behind.')
],
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_BEGGAR
},
{/* The Shady Builder */
title: _('The Shady Builder'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('game.buildings["hut"]', true) >= 5 && $SM.get('game.buildings["hut"]', true) < 20;
},
scenes: {
'start':{
text: [
_('a shady builder passes through'),
_('says he can build you a hut for less wood')
],
notification: _('a shady builder passes through'),
buttons: {
'build': {
text: _('300 wood'),
cost: { 'wood' : 300 },
nextScene: {0.6: 'steal', 1: 'build'}
},
'deny': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'steal': {
text:[
_("the shady builder has made off with your wood")
],
notification: _('the shady builder has made off with your wood'),
buttons: {
'end': {
text: _('go home'),
nextScene: 'end'
}
}
},
'build': {
text:[
_("the shady builder builds a hut")
],
notification: _('the shady builder builds a hut'),
onLoad: function() {
var n = $SM.get('game.buildings["hut"]', true);
if(n < 20){
$SM.set('game.buildings["hut"]',n+1);
}
},
buttons: {
'end': {
text: _('go home'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_SHADY_BUILDER
},
{ /* Mysterious Wanderer -- wood gambling */
title: _('The Mysterious Wanderer'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
start: {
text: [
_('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'),
_("builder's not sure he's to be trusted.")
],
notification: _('a mysterious wanderer arrives'),
blink: true,
buttons: {
'wood100': {
text: _('give 100'),
cost: {wood: 100},
nextScene: { 1: 'wood100'}
},
'wood500': {
text: _('give 500'),
cost: {wood: 500},
nextScene: { 1: 'wood500' }
},
'deny': {
text: _('turn him away'),
nextScene: 'end'
}
}
},
'wood100': {
text: [
_('the wanderer leaves, cart loaded with wood')
],
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.wood', 300);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 'Room[4].scenes.wood100.action', delay);
},
onLoad: function() {
if(Math.random() < 0.5) {
this.action(60);
}
},
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'wood500': {
text: [
_('the wanderer leaves, cart loaded with wood')
],
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.wood', 1500);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 'Room[4].scenes.wood500.action', delay);
},
onLoad: function() {
if(Math.random() < 0.3) {
this.action(60);
}
},
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_MYSTERIOUS_WANDERER
},
{ /* Mysterious Wanderer -- fur gambling */
title: _('The Mysterious Wanderer'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur');
},
scenes: {
start: {
text: [
_('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'),
_("builder's not sure she's to be trusted.")
],
notification: _('a mysterious wanderer arrives'),
blink: true,
buttons: {
'fur100': {
text: _('give 100'),
cost: {fur: 100},
nextScene: { 1: 'fur100'}
},
'fur500': {
text: _('give 500'),
cost: {fur: 500},
nextScene: { 1: 'fur500' }
},
'deny': {
text: _('turn her away'),
nextScene: 'end'
}
}
},
'fur100': {
text: [
_('the wanderer leaves, cart loaded with furs')
],
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.fur', 300);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 'Room[5].scenes.fur100.action', delay);
},
onLoad: function() {
if(Math.random() < 0.5) {
this.action(60);
}
},
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'fur500': {
text: [
_('the wanderer leaves, cart loaded with furs')
],
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.fur', 1500);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 'Room[5].scenes.fur500.action', delay);
},
onLoad: function() {
if(Math.random() < 0.3) {
this.action(60);
}
},
buttons: {
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_MYSTERIOUS_WANDERER
},
{ /* The Scout -- Map Merchant */
title: _('The Scout'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('features.location.world');
},
scenes: {
'start': {
text: [
_("the scout says she's been all over."),
_("willing to talk about it, for a price.")
],
notification: _('a scout stops for the night'),
blink: true,
buttons: {
'buyMap': {
text: _('buy map'),
cost: { 'fur': 200, 'scales': 10 },
available: function() {
return !World.seenAll;
},
notification: _('the map uncovers a bit of the world'),
onChoose: World.applyMap
},
'learn': {
text: _('learn scouting'),
cost: { 'fur': 1000, 'scales': 50, 'teeth': 20 },
available: function() {
return !$SM.hasPerk('scout');
},
onChoose: function() {
$SM.addPerk('scout');
}
},
'leave': {
text: _('say goodbye'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_SCOUT
},
{ /* The Wandering Master */
title: _('The Master'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('features.location.world');
},
scenes: {
'start': {
text: [
_('an old wanderer arrives.'),
_('he smiles warmly and asks for lodgings for the night.')
],
notification: _('an old wanderer arrives'),
blink: true,
buttons: {
'agree': {
text: _('agree'),
cost: {
'cured meat': 100,
'fur': 100,
'torch': 1
},
nextScene: {1: 'agree'}
},
'deny': {
text: _('turn him away'),
nextScene: 'end'
}
}
},
'agree': {
text: [
_('in exchange, the wanderer offers his wisdom.')
],
buttons: {
'evasion': {
text: _('evasion'),
available: function() {
return !$SM.hasPerk('evasive');
},
onChoose: function() {
$SM.addPerk('evasive');
},
nextScene: 'end'
},
'precision': {
text: _('precision'),
available: function() {
return !$SM.hasPerk('precise');
},
onChoose: function() {
$SM.addPerk('precise');
},
nextScene: 'end'
},
'force': {
text: _('force'),
available: function() {
return !$SM.hasPerk('barbarian');
},
onChoose: function() {
$SM.addPerk('barbarian');
},
nextScene: 'end'
},
'nothing': {
text: _('nothing'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_WANDERING_MASTER
},
{ /* The Sick Man */
title: _('The Sick Man'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.medicine', true) > 0;
},
scenes: {
'start': {
text: [
_("a man hobbles up, coughing."),
_("he begs for medicine.")
],
notification: _('a sick man hobbles up'),
blink: true,
buttons: {
'help': {
text: _('give 1 medicine'),
cost: { 'medicine': 1 },
notification: _('the man swallows the medicine eagerly'),
nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' }
},
'ignore': {
text: _('tell him to leave'),
nextScene: 'end'
}
}
},
'alloy': {
text: [
_("the man is thankful."),
_('he leaves a reward.'),
_('some weird metal he picked up on his travels.')
],
onLoad: function() {
$SM.add('stores["alien alloy"]', 1);
},
buttons: {
'bye': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'cells': {
text: [
_("the man is thankful."),
_('he leaves a reward.'),
_('some weird glowing boxes he picked up on his travels.')
],
onLoad: function() {
$SM.add('stores["energy cell"]', 3);
},
buttons: {
'bye': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'scales': {
text: [
_("the man is thankful."),
_('he leaves a reward.'),
_('all he has are some scales.')
],
onLoad: function() {
$SM.add('stores.scales', 5);
},
buttons: {
'bye': {
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
_("the man expresses his thanks and hobbles off.")
],
buttons: {
'bye': {
text: _('say goodbye'),
nextScene: 'end'
}
}
}
},
audio: AudioLibrary.EVENT_SICK_MAN
}
];
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