While working on other stuff, I got my pockets picked by an "Enc_Walker" character.
I then noticed that I didn't mention an amount of money, which left an empty spot in the sentence.
So that has been fixed now.
But then I mentioned "wanting my 5000 gold back" and subsequently got a bit less instead.
This seems to have been intentional as per this code:
But WHY? Apparently @Aconcagua was as confused as I am now when he looked at that.
Maybe this should be a bit reconsidered, eh?
Though perhaps we should wait with that until we do a larger rewrite of that dialog as @Levis and myself have suggested before.
I then noticed that I didn't mention an amount of money, which left an empty spot in the sentence.
So that has been fixed now.
But then I mentioned "wanting my 5000 gold back" and subsequently got a bit less instead.
This seems to have been intentional as per this code:
Code:
case "moneyback":
if(rand(100)>30)
{
PlayStereoSound("INTERFACE\took_item.wav");
// Aconcagua: this seems what was originally intended by KK when calculating FakeMoney at "stolen"
// what was the intention of reducing the stolen money, however?
pickgold = sti(NPChar.pickgold) - Rand(200) - 100; // <---------------------- RIGHT HERE --------------
AddMoneyToCharacter(PChar, pickgold);
// Aconcagua: so now, leave nothing to the character -> no sense in adding afterwards
NPChar.money = 0;
Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"You got") + " " + pickgold + " " + XI_ConvertString("gold."));
if(AUTO_SKILL_SYSTEM) { AddPartyExPChar(PChar, "Sneak", 100+makeint(pickgold/4))); }
else { AddPartyExp(PChar, 100+makeint(pickgold/4))); }
d.Text = DLG_TEXT[245];
Link.l1 = DLG_TEXT[247];
Link.l1.go = "donation";
Link.l2 = DLG_TEXT[246];
Link.l2.go = "exit_out";
}
else
{
// Aconcagua: only needed for experience; originally (KK), FakeMoney was used, but no sense in reducing exp here
pickgold = sti(NPChar.pickgold);
// Aconcagua: TODO: is this intended??? (possibly: -> see winlink at "stolen")
GiveItem2Character(PChar, "jewelry"+(1+rand(15)));
// Aconcagua: lets assume he is really a runner as told in [266]...
// Aconcagua: TODO: should we?
// if(Rand(100) < xxx)
// {
// NPChar.money = sti(NPChar.money) - pickgold;
// NPChar.pickgold = 0;
// // Aconcagua: TODO: do we need an extra dialog then?
// }
if(AUTO_SKILL_SYSTEM) { AddPartyExPChar(PChar, "Sneak", 100+makeint(pickgold/2))); }
else { AddPartyExp(PChar, 100+makeint(pickgold/2))); }
d.Text = DLG_TEXT[266];
Link.l2 = DLG_TEXT[268];
Link.l2.go = "jewel";
Link.l3 = DLG_TEXT[267];
if(rand(100)+sti(PChar.skill.leadership)>50) {Link.l3.go = "moneydouble";}
else{Link.l3.go = "nomoney";}
}
break;
case "donation":
if(rand(GetDifficulty()+1)<1) //Depending on your difficulty this happens more often or not.
{
ChangeCharacterReputation(PChar, 2);
}
PlayStereoSound("INTERFACE\took_item.wav");
// TIH --> to prevent giving all your money back to the bastard! Aug29''06
int donationSum = 50 + rand(300);
if ( sti(PChar.money) < donationSum ) donationSum = makeint(sti(PChar.money) / 2);
AddMoneytoCharacter(PChar, -donationSum);
AddMoneytoCharacter(NPChar, donationSum);
// TIH <--
Diag.CurrentNode = "thanx";
DialogExit();
break;
Maybe this should be a bit reconsidered, eh?
Though perhaps we should wait with that until we do a larger rewrite of that dialog as @Levis and myself have suggested before.