Don wrote:Hi,
Unfortunately there is not actually a way do do that. The Jail situation applies to either Declining to pay the bribe at all or declining to do whatever the guard asks after attempting a bribe. So the actions for the jail happen under either circumstance. There isn't that much difference between them. In one case the person in Jail decided not to try to bribe the guard, in the other case the tried to bribe the guard but then wouldn't do what the guard asked.
Don
I see this as actually much simpler than that. If the player declines to attempt to bribe the guard then that would be business as usual in the jail the guard wouldn't be aware of anything out of the normal. Proceed to the jail action as is currently coded. Once the player attempts a bribe the guard is aware that he/she is up to something and refusing to do what the guard wants means the guard still has something to hold over the prisoner (attempted escape) and would have reason to behave differently.
I know there is another feature request for setting a player state on refusing / declining an activity and that may accomplish what Dannzzigg wants. For example he would create a Bribe Guard action that set the "Refused Guard" state if it was declined. Then he could create another Jail (or any other situation) action which had a test requiring the "Refused Guard" state to be set before it could be shown. Then the guard could "remember" some time later in the game that the player had refused him/her and have an action reflecting that.
Thoughts?