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authorhistoria <[not public]>2026-07-01 16:37:45 -0400
committerhistoria <[not public]>2026-07-01 16:37:45 -0400
commite6b4cb9f5816c6ee239233bc85f74ee446a161c2 (patch)
tree1c3bf71c8b7f095baae989afe5e33183a7ed3929 /internal/game/act_steal.go
parent649ef4b7416ce7053145878841fc9b0bff2f5fec (diff)
downloadthehouseoficarus-e6b4cb9f5816c6ee239233bc85f74ee446a161c2.tar.gz
feat: shop system overhauled, gui conversation tree editor overhauled
Diffstat (limited to 'internal/game/act_steal.go')
-rw-r--r--internal/game/act_steal.go10
1 files changed, 5 insertions, 5 deletions
diff --git a/internal/game/act_steal.go b/internal/game/act_steal.go
index 1c76474..f5d3dbf 100644
--- a/internal/game/act_steal.go
+++ b/internal/game/act_steal.go
@@ -28,7 +28,7 @@ func (g *Game) executeSteal(sess *net.Session, args []string, rawInput string) {
var stallGuardTalk = &behavior.TalkConfig{
Nodes: map[string]behavior.TalkNode{
"start": {
- Message: behavior.MessageList{"Caught you red-handed! You have three options, thief."},
+ Messages: []string{"Caught you red-handed! You have three options, thief."},
Options: []behavior.TalkOption{
{Text: "\"I'll pay a fine. (500 credits)\"", Goto: "bribe", Condition: &behavior.Condition{MinCredits: 500}},
{Text: "\"Take me to jail.\"", Goto: "jail"},
@@ -36,17 +36,17 @@ var stallGuardTalk = &behavior.TalkConfig{
},
},
"bribe": {
- Message: behavior.MessageList{"Smart choice. Hand over 500 credits and we'll forget this happened."},
- Action: &behavior.NodeAction{Cost: 500},
+ Messages: []string{"Smart choice. Hand over 500 credits and we'll forget this happened."},
+ Action: &behavior.NodeAction{Credits: -500},
Options: []behavior.TalkOption{{Text: "\"Fine, take it.\""}},
},
"jail": {
- Message: behavior.MessageList{"Off to the detention cell with you!"},
+ Messages: []string{"Off to the detention cell with you!"},
Action: &behavior.NodeAction{Teleport: 162},
Options: []behavior.TalkOption{{Text: "(You are dragged away)"}},
},
"fight": {
- Message: behavior.MessageList{"Then defend yourself!"},
+ Messages: []string{"Then defend yourself!"},
Action: &behavior.NodeAction{SetFlags: map[string]any{"guard_hostile": true}},
Options: []behavior.TalkOption{{Text: "(The guard attacks!)"}},
},