154 lines
6.5 KiB
Plaintext
154 lines
6.5 KiB
Plaintext
#include "onpercept_dark"
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void PercieveLight(object oPC)
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{
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object oMod = GetModule();
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object oTeam2;
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int iDice;
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int iDice2;
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int iRate;
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int iStatus;
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int iTCount=0;
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float oDelay1 = 0.2; // First Animation after first line
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float oDelay2 = 4.0; // PC reaction speach
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float oDelay3 = 10.0; // NPC Attack cry speech
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float oDelay4 = 2.0; // All NPCs face PC
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float oDelay5 = 14.0; // Team war cries
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float oDelay6 = 18.0; // Team attacks
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int iModCount;
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int iFireFlag;
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object oPC2 = GetFirstPC();
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iRate = GetLocalInt(oPC, "pc_HWswing");
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iStatus = GetLocalInt(oMod, "war_won");
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//FloatingTextStringOnCreature(GetName(oPC), oPC2);
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//FloatingTextStringOnCreature(IntToString(iStatus), oPC2);
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//FloatingTextStringOnCreature(IntToString(iRate), oPC2);
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// Set flag to indicate that allies have turned on the PC
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SetLocalInt(oMod, "turn_flag", 1);
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oTeam2 = GetFirstFactionMember(OBJECT_SELF, FALSE);
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while (GetIsObjectValid(oTeam2))
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{
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if (!GetIsDead(oTeam2))
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{
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++iTCount;
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}
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oTeam2 = GetNextFactionMember(OBJECT_SELF, FALSE);
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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("Where is your honour? You join us but you don't fight!!!");}break;
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case 2: {SpeakString("Idle hands are lucifer's tools!");}break;
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case 3: {SpeakString("You have dishonoured yourself!!!");}break;
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case 4: {SpeakString("Join those Dark fools next time! Don't waste our time!!");}break;
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case 5: {SpeakString("You must be punished for your herecy!");}break;
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case 6: {SpeakString("Death comes to ye who saves only yourself!!");}break;
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case 7: {SpeakString("What wretched soul would abandon us like that?");}break;
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case 8: {SpeakString("You have betrayed the fellowship of light!");}break;
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}
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if ((GetResRef(OBJECT_SELF)!="beli2")&& (GetResRef(OBJECT_SELF)!="dragon2")&&
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(GetResRef(OBJECT_SELF)!="boss002")&&(GetResRef(OBJECT_SELF)!="hdrag2"))
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{
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DelayCommand(oDelay1, AssignCommand(OBJECT_SELF, ActionPlayAnimation
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(ANIMATION_LOOPING_TALK_FORCEFUL, 1.0f, 5.0f)));
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}
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else
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{
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DelayCommand(oDelay1, AssignCommand(OBJECT_SELF, ActionPlayAnimation
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(ANIMATION_FIREFORGET_TAUNT)));
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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: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("You are guys of light right?....you know, forgiveness and all that?.......?!")));}break;
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case 2: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("*Gulp*")));}break;
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case 3: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("Holy crap!!!")));}break;
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case 4: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("I will repent....just listen to my prayers....please....?")));}break;
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case 5: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("um...can I offer you some gold perhaps....?!")));}break;
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case 6: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("ah...my...um...mobile phone rang?...It was my mother.....mummy? *Gulp*")));}break;
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case 7: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("aww c'mon guys.....let me off will ya?")));}break;
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case 8: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("Well you never answered my prayers anyway!!!!")));}break;
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}
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oDelay2+=0.2;
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DelayCommand(oDelay2, AssignCommand(oPC, ActionPlayAnimation
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(ANIMATION_LOOPING_TALK_PLEADING, 1.0f, 5.0f)));
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if (iTCount>1)
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{
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iDice = d10();
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switch (iDice)
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{
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case 1: {DelayCommand(oDelay3, SpeakString("Attaaaaack the heretic!"));
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;}break;
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case 2: {DelayCommand(oDelay3, SpeakString("Kill the imposter!"));
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;}break;
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case 3: {DelayCommand(oDelay3, SpeakString("Stop the heretic!"));
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;}break;
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case 4: {DelayCommand(oDelay3, SpeakString("EEExcercise the Deeeeemons!"));
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;}break;
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case 5: {DelayCommand(oDelay3, SpeakString("In the name of the father...I kill you!"));
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;}break;
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case 6: {DelayCommand(oDelay3, SpeakString("You must be put to death for your blasphemy!"));
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;}break;
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case 7: {DelayCommand(oDelay3, SpeakString("Too late for prayers now, heretic!"));
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;}break;
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case 8: {DelayCommand(oDelay3, SpeakString("We will wash away your sins...with your blood!!!"));
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;}break;
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case 9: {DelayCommand(oDelay3, SpeakString("Don't let the heretic escape!"));
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;}break;
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case 10: {DelayCommand(oDelay3, SpeakString("Quick, the heretic is heading for the terminator!!!"));
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;}break;
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}
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}
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else
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{
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iDice = d10();
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switch (iDice)
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{
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case 1: {DelayCommand(oDelay3, SpeakString("I will now cleanse your black soul!"));
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;}break;
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case 2: {DelayCommand(oDelay3, SpeakString("Time to meet my boss upstairs!"));
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;}break;
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case 3: {DelayCommand(oDelay3, SpeakString("Now you must die!"));
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;}break;
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case 4: {DelayCommand(oDelay3, SpeakString("I will now deliver your penance!"));
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;}break;
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case 5: {DelayCommand(oDelay3, SpeakString("I now absolve you....of your life!!!"));
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;}break;
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case 6: {DelayCommand(oDelay3, SpeakString("Your blood must be spilled!"));
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;}break;
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case 7: {DelayCommand(oDelay3, SpeakString("This battlefield shall be desicrated with your blood!"));
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;}break;
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case 8: {DelayCommand(oDelay3, SpeakString("For your sin you must die!"));
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;}break;
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case 9: {DelayCommand(oDelay3, SpeakString("I shall destroy the sinner, Father! *looks up to the heavens"));
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;}break;
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case 10: {DelayCommand(oDelay3, SpeakString("You must be relieved of your tainted soul!!!"));
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;}break;
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}
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}
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DelayCommand(oDelay4, AllFacePC(oPC));
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DelayCommand(oDelay5, TeamSpeak());
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DelayCommand(oDelay6, AttackPlayer(oPC));
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}
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//void main() {}
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