239 lines
13 KiB
Plaintext
239 lines
13 KiB
Plaintext
#include "onpercept_dark"
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void main()
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{
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object oPC = GetLastSpeaker();
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object oMod = GetModule();
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int iDice;
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int iRate;
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int iStatus;
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int iChamp;
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string sPossChamp;
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float oDelay = 4.0;
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float oDelay2 = 4.2;
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int iModCount;
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int iNPCduel, iNPCduel2;
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int iWinnings = GetLocalInt(oPC, "winnings");
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int iConvSwitch;
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int iJoin;
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iRate = GetLocalInt(oPC, "pc_HWswing");
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iStatus = GetLocalInt(oMod, "war_won");
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iChamp = GetLocalInt(oPC, "champ_won");
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iModCount = GetLocalInt(oMod, "champ_count");
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sPossChamp = GetResRef(OBJECT_SELF)+"_ch";
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iNPCduel = GetLocalInt(oPC, "npc_duel");
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iNPCduel2 = GetLocalInt(oPC, "npc_duel2");
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iConvSwitch = GetLocalInt(oPC, "conv_switch");
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iJoin = GetLocalInt(oPC, "join_switch");
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if ((iNPCduel==1)||(iNPCduel2==1)||(iConvSwitch==1))
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{
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SetLocalInt(oPC, "iHappy", 1);
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}
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//FloatingTextStringOnCreature(GetName(oPC), oPC);
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//FloatingTextStringOnCreature(IntToString(iStatus), oPC);
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//FloatingTextStringOnCreature(IntToString(iRate), oPC);
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//FloatingTextStringOnCreature(IntToString(iChamp), oPC);
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AssignCommand(OBJECT_SELF, SetFacingObject(oPC));
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if (iStatus==1)
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{
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if (GetLocalInt(oMod,sPossChamp)==iModCount)
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{
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionPlayAnimation
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(ANIMATION_FIREFORGET_BOW));
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if (iNPCduel2==1)
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {AssignCommand(oPC,SpeakString("Congratulations champion. You really showed em!"));}break;
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case 2: {AssignCommand(oPC,SpeakString("You fought very well indeed. Congratulations champion!"));}break;
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case 3: {AssignCommand(oPC,SpeakString("Well done! You've won me a nice pile of gold!"));}break;
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case 4: {AssignCommand(oPC,SpeakString("Great work! I knew I could count on you!"));}break;
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case 5: {AssignCommand(oPC,SpeakString("Your prowess is truly formidible! Well done, champion"));}break;
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case 6: {AssignCommand(oPC,SpeakString("You cut your opponent up like a piece of rotten fruit!"));}break;
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case 7: {AssignCommand(oPC,SpeakString("Great work! Tonight I eat like a King because of you!"));}break;
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case 8: {AssignCommand(oPC,SpeakString("I hope to someday fight like you, champion!"));}break;
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}
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switch (iDice)
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{
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case 1: {DelayCommand(oDelay, SpeakString("Yeah!!! Bring it on!!!"));}break;
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case 2: {DelayCommand(oDelay, SpeakString("Thankyou! I must say, It's always good to see my opponents hit the canvas!"));}break;
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case 3: {DelayCommand(oDelay, SpeakString("Such is a gladiator's life! Can't say I mind though!"));}break;
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case 4: {DelayCommand(oDelay, SpeakString("Well don't go counting on me too much! You never know when I'll have to go up against a real badass!"));}break;
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case 5: {DelayCommand(oDelay, SpeakString("I was merely sharpening my teeth on them! You haven't seen nothing yet!"));}break;
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case 6: {DelayCommand(oDelay, SpeakString("Yes I did! And I can still smell the reeking stench!"));}break;
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case 7: {DelayCommand(oDelay, SpeakString("If it had gone bad, I might've been eating like a cripple tonight! How do you feel about that?"));}break;
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case 8: {DelayCommand(oDelay, SpeakString("Fight? I prefer to call it dismemberment...destruction...devastation...RaaAAAGGHHHHH!!!"));}break;
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}
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DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ClearAllActions()));
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DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ActionPlayAnimation
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(ANIMATION_FIREFORGET_VICTORY2)));
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}
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else
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {AssignCommand(oPC,SpeakString("Congratulations champion. You truly are a dark master!"));}break;
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case 2: {AssignCommand(oPC,SpeakString("You fought like a demon. Congratulations champion!"));}break;
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case 3: {AssignCommand(oPC,SpeakString("You struck fear into those fools with your demonic rage!"));}break;
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case 4: {AssignCommand(oPC,SpeakString("I bow to you oh lord of destruction!"));}break;
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case 5: {AssignCommand(oPC,SpeakString("Your prowess is truly formidible! Well done, dark champion"));}break;
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case 6: {AssignCommand(oPC,SpeakString("You cut them up like pieces of rotten fruit!"));}break;
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case 7: {AssignCommand(oPC,SpeakString("Wo....You were like...Awesome duuude!"));}break;
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case 8: {AssignCommand(oPC,SpeakString("I hope to someday fight like you, champion!"));}break;
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}
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switch (iDice)
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{
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case 1: {DelayCommand(oDelay, SpeakString("Yes I am aren't I! ALL BOW TO ME!"));}break;
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case 2: {DelayCommand(oDelay, SpeakString("Yes, well my mother is a demon! So that may explain it!"));}break;
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case 3: {DelayCommand(oDelay, SpeakString("I wish I could tear their goody goody hearts out all over again!"));}break;
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case 4: {DelayCommand(oDelay, SpeakString("Bow and don't come up for air, transmigrant! You have much to prove before you become a true dark warrior!"));}break;
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case 5: {DelayCommand(oDelay, SpeakString("I was merely sharpening my teeth on them! You haven't seen nothing yet!"));}break;
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case 6: {DelayCommand(oDelay, SpeakString("Yes I did! And I can still smell their reeking holy stench!"));}break;
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case 7: {DelayCommand(oDelay, SpeakString("A dude is a camel's cod-piece! You callin me a cod-piece?...Why I aughta...!!!"));}break;
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case 8: {DelayCommand(oDelay, SpeakString("Fight? I prefer to call it dismemberment...destruction...devastation...RaaAAAGGHHHHH!!!"));}break;
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}
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DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ClearAllActions()));
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DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ActionPlayAnimation
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(ANIMATION_FIREFORGET_VICTORY2)));
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}
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}
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else if (iChamp==1)
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{
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AssignCommand(OBJECT_SELF, ClearAllActions());
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AssignCommand(OBJECT_SELF, ActionPlayAnimation
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(ANIMATION_FIREFORGET_BOW));
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iDice = d8();
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switch (iDice)
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{
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case 1: {SpeakString("Congratulations champion. It was a pleasure to watch you dismember those holy fools!");}break;
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case 2: {SpeakString("You fight like a demon prince!!!");}break;
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case 3: {SpeakString("Your allegeance was a dark blessing indeed! Congratulations heretic champion");}break;
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case 4: {SpeakString("The dark gods were with you today, warrior. Your fought with might untold of for mortals!");}break;
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case 5: {SpeakString("You have proven yourself worthy, mortal!");}break;
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case 6: {SpeakString("A mortal, champion? I would have had to see it to believe it. Well done, dark stranger!");}break;
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case 7: {SpeakString("Those holy do-gooders never saw you comming! Ha haaa! Hail to you, dark champion!");}break;
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case 8: {SpeakString("You wield your weapon like a demon god! Congratulations champion of darkness!");}break;
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}
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}
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else if (iConvSwitch==1)
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{
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if (iJoin==1)
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{
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iDice = d4();
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switch (iDice)
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{
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case 1: {SpeakString("We really didn't need your help, fool! You've done your dough now, haven't you!");}break;
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case 2: {SpeakString("Now that was daft wasn't it? Do you have cash to burn?");}break;
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case 3: {SpeakString("Why don't you just donate to Death! It'll save us having to waste our time on bet breachers!");}break;
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case 4: {SpeakString("Next time you might want to consider the fact that you forfeit your gold if you join the fight!");}break;
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}
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}
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else
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{
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iDice = d4();
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switch (iDice)
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{
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case 1: {SpeakString("You'd be silly to bet on those other fools!");}break;
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case 2: {SpeakString("Always bet on Dark!");}break;
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case 3: {SpeakString("Where's my cut eh?!");}break;
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case 4: {SpeakString("We really should get paid for this gladiator business!");}break;
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}
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}
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}
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else if (iRate<=9)
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{
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PercieveDark(oPC);
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return;
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}
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else if ((iRate>9)&&(iRate<20))
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {SpeakString("What a weak effort!");}break;
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case 2: {SpeakString("Didn't want to get your hands dirty eh?");}break;
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case 3: {SpeakString("Pfft! Call yourself a warrior!!!");}break;
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case 4: {SpeakString("Join those holy fools next time! Don't waste our time!!");}break;
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case 5: {SpeakString("Spectators have no place in a war!");}break;
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case 6: {SpeakString("Don't even talk to me, you bludger!!");}break;
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case 7: {SpeakString("Which team were you on anyway? Hard to tell with that paltry effort!");}break;
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case 8: {SpeakString("I aughta cut you down where you stand!!! You're lucky I am tired!");}break;
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}
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}
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else if ((iRate>20)&&(iRate<51))
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {SpeakString("You can't just come and go as you please! Once you start a battle, you must commit!");}break;
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case 2: {SpeakString("Oh I see! You prefer to fight HALF battles!!!");}break;
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case 3: {SpeakString("Did you decide to take a break and catch up on your reading?");}break;
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case 4: {SpeakString("Didn't you eat your wheaties today?");}break;
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case 5: {SpeakString("Nice start...useless finish!!!");}break;
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case 6: {SpeakString("Don't bother to join us unless you are prepared to swing your weapon!");}break;
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case 7: {SpeakString("You could have at least video taped the end...after you decided to stop fighting! I would have like to have seen myself decimating those holy fools!");}break;
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case 8: {SpeakString("Pfft! You give your allegeance in only HALF-measures do you?");}break;
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}
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}
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else if ((iRate>50)&&(iRate<81))
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {SpeakString("You were great at the beginning! What happened");}break;
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case 2: {SpeakString("Oh I see, kill all the easy ones then let us finish the job!");}break;
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case 3: {SpeakString("Tyriel scare you did he?");}break;
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case 4: {SpeakString("Next time try finishing the job! I almost lost an arm to that Thor character because of your complacency!");}break;
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case 5: {SpeakString("Even if you can't hit them, you can divert their attention from those of us who can!!!");}break;
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case 6: {SpeakString("It's all well and good to heal those in need, but it might help to remove the cause rather than treating the effect!");}break;
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case 7: {SpeakString("Those last few angels were tough...Say!!! Where did you get to?");}break;
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case 8: {SpeakString("Complacency is for the weak. Next time use your hatred to finish the battle!");}break;
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}
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}
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else if (iRate>80)
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {SpeakString("Your prowess helped us triumph over good! Thankyou dark stranger!");}break;
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case 2: {SpeakString("After that Thor fool died, it was all downhill!");}break;
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case 3: {SpeakString("You fought with a madman's ferver. Thank you for your allegiance, black warrior!");}break;
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case 4: {SpeakString("Your allegeance didn't waver throughout the whole battle! Thankyou dark warrior!");}break;
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case 5: {SpeakString("Your depravity and brutality will not be forgotten! Well done friend of evil!");}break;
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case 6: {SpeakString("I think you saved me from that holy archer! My thanks to you, dark brother!");}break;
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case 7: {SpeakString("Tyriel almost had me! Thanks to you I lived to see his face when he died! It was....beautiful...*sob*");}break;
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case 8: {SpeakString("You may join us anyday, mysterious and powerful ally!");}break;
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}
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}
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}
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else
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{
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iDice = d8();
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switch (iDice)
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{
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case 1: {SpeakString("Save your words for after the battle!");}break;
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case 2: {SpeakString("Less talking and more action! There is a battle going on here, you know!");}break;
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case 3: {SpeakString("This isn't a social club! Back to the fight!!!");}break;
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case 4: {SpeakString("Can't chat now,I got angels to torture!");}break;
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case 5: {SpeakString("Shall we? But save me the pretty one. I'm gonna kill her slowly!");}break;
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case 6: {SpeakString("Have you seen my arm? I'm sure it flew this way...that blasted Shogun!!!!");}break;
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case 7: {SpeakString("To the fight, ally! What are you waiting for?");}break;
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case 8: {SpeakString("Quick duck.....whew that was close! You take that archer, I'll go for that hammer wielding fool, Thor!");}break;
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}
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}
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}
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