EN6_PRC8/_module/nss/ms_name_inc.nss
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////////////////////////////////////////////////////////////////////////////////
// //
// Markshire's Nomenclature //
// ms_name_inc.nss //
// //
// By Thrym of Markshire 5/21/06 //
// Updated by: Jaysyn 2021/12/03 //
// //
////////////////////////////////////////////////////////////////////////////////
/*
// FUNCTION:
// The Nomenclature is an include file placed in the spawn script
// nw_c2_default9 designed to assign a name to a generic NPC who may
// wander towns, roads, shops, etc.
//
// Utilizing both SetName and RandomName the system will name the NPC in
// one of two ways ...
//
// "SET_NAME": By setting the variable "SET_NAME" on the NPC and
// assigning it a string the creature will rename itself upon spawning.
// This is handy for DM's and builders to create more precisely named
// creatures for the palette and then generize them upon spawn.
//
// eg. Ancient White Dragon in the Creator becomes White Dragon on Spawn.
//
// "SET_NAME" = "RANDOM": By setting the same variable to the name "RANDOM"
// the NPC then is given a random name generated by RACE and GENDER using
// the RandomName function.
//
// eg. Male Dwarven Villager in the creator becomes Gloigan on spawn
// this time and perhaps Rufus on the next spawned Villager.
//
// "NAME_TYPE": Setting this int variable to "1" will cause a Full Name
// to be generated if the "SET_NAME" is set to "RANDOM".
//
// eg. Male Dwarven Villager becomes Gloigan Stonecutter or Rufus Mason.
//
// "TITLE": Prepends the defined string to the NPCs name.
//
// eg. "Lord" Brown
//
// "POSTFIX": Appends the defind string after the NPC's name.
//
// eg. Ralph "the Guard"
//
"RND_ROGUE"
"RND_BARBARIAN"
"RND_FIGHTER"
"RND_CLERIC" : Setting these to "1" will give the NPC a randomized class
"RND_MAGE" : appropriate postfix
"RND_DRUID"
"RND_RANGER"
//
//
//////////////////////////////////////////////////////////////////////////////*/
#include "prc_inc_racial"
//void main (){}
///// FUNCTION DECLARATIONS ////////////////////////////////////////////////////
string GetClassLevelTitle(int nClassType);
int GetHighestClassLevel(object oCreature = OBJECT_SELF);
// Generates a Random First Name
// based on Race and Gender
// For all Standard PC Races and Animals
string ms_RandomFirstName(object oNPC = OBJECT_SELF);
// Generates a Random Last Name
// based on Race For all
// Standard PC Races and Animals
string ms_RandomLastName(object oNPC = OBJECT_SELF);
// Function designed to read the variable
// "SET_NAME" and assign a new name to the NPC
// If the variable is set to "RANDOM" a
// random name is assigned.
// A second variable can be assigned to
// have the random name be a random Full Name.
void ms_Nomenclature(object oNPC = OBJECT_SELF);
///// FUNCTIONS ////////////////////////////////////////////////////////////////
void ms_Nomenclature(object oNPC = OBJECT_SELF)
{
string sRandomName = GetLocalString(oNPC, "SET_NAME");
string sTitle = GetLocalString(oNPC, "TITLE");
string sPostfix = GetLocalString(oNPC, "POSTFIX");
string sBaseRace = GetLocalString(oNPC, "BASE_RACE");
int nGender = GetGender(oNPC);
int bClassTitle = GetLocalInt(oNPC,"CLASS_TITLE");
int nHighClass = GetHighestClassLevel(oNPC);
int nLevel = GetLevelByClass(nHighClass, oNPC);
//:: Handles class level based NPC titles
if (bClassTitle)
{
string sTitle;
switch (nHighClass)
{
case CLASS_TYPE_BARBARIAN:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Brute" ;
break;
case 4: case 5:
sTitle = "Vandal"; break;
case 6:
if (nGender == 1)
{sTitle = "Plunderess"; break;}
else
{sTitle = "Plunderer"; break;}
case 7:
sTitle = "Pillager"; break;
case 8:
sTitle = "Marauder"; break;
case 9:
sTitle = "Reaver"; break;
case 10:
sTitle = "Barbarian"; break;
case 11:
sTitle = "Mauler"; break;
case 12:
sTitle = "Ravager"; break;
case 13:
sTitle = "Slaughterer"; break;
case 14:
sTitle = "Destroyer"; break;
case 15:
if (nGender == 1)
{sTitle = "Chieftainess"; break;}
else
{sTitle = "Chieftain"; break;}
case 16:
sTitle = "Bloodletter"; break;
case 17:
sTitle = "Rampager"; break;
case 18:
sTitle = "Slayer"; break;
case 19:
sTitle = "Warmonger"; break;
case 20:
if (nGender == 1)
{sTitle = "High Chieftainess"; break;}
else
{sTitle = "High Chieftain"; break;}
default:
if (nGender == 1)
{sTitle = "Conqueress"; break;}
else
{sTitle = "Conqueror"; break;}
}
case CLASS_TYPE_ROGUE:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Lookout" ;
break;
case 4: case 5:
sTitle = "Outlaw"; break;
case 6:
sTitle = "Scalawag"; break;
case 7:
sTitle = "Creeper"; break;
case 8:
sTitle = "Larker"; break;
case 9:
sTitle = "Footpad"; break;
case 10:
sTitle = "Rogue"; break;
case 11:
sTitle = "Cutpurse"; break;
case 12:
sTitle = "Thief"; break;
case 13:
sTitle = "Pilferer"; break;
case 14:
sTitle = "Robber"; break;
case 15:
sTitle = "Sharper"; break;
case 16:
sTitle = "Burglar"; break;
case 17:
sTitle = "Filcher"; break;
case 18:
sTitle = "Scoundrel"; break;
case 19:
sTitle = "Knave"; break;
case 20:
sTitle = "Prowler"; break;
default:
sTitle = "Master Rogue"; break;
}
case CLASS_TYPE_BARD:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Crier" ;
break;
case 4: case 5:
if (nGender == 1)
{sTitle = "Chantress"; break;}
else
{sTitle = "Chanter"; break;}
case 6:
sTitle = "Skop"; break;
case 7:
sTitle = "Accompanist"; break;
case 8:
sTitle = "Rhymer"; break;
case 9:
sTitle = "Singer"; break;
case 10:
sTitle = "Balladeer"; break;
case 11:
if (nGender == 1)
{sTitle = "Cantoress"; break;}
else
{sTitle = "Cantor"; break;}
case 12:
sTitle = "Lutenist"; break;
case 13:
sTitle = "Melodist"; break;
case 14:
sTitle = "Lyrist"; break;
case 15:
sTitle = "Jongleur"; break;
case 16:
sTitle = "Loreweaver"; break;
case 17:
sTitle = "Chronicler"; break;
case 18:
sTitle = "Muse"; break;
case 19:
if (nGender == 1)
{sTitle = "Rhapsode"; break;}
else
{sTitle = "Rhapsodist"; break;}
case 20:
sTitle = "Bard"; break;
case 21:
sTitle = "Raconteur"; break;
case 22:
sTitle = "Siren"; break;
case 23:
sTitle = "Songsmith"; break;
case 24:
sTitle = "Versifer"; break;
case 25:
sTitle = "Minstrel"; break;
case 26:
sTitle = "Sonneteer"; break;
case 27:
if (nGender == 1)
{sTitle = "Trobairitz"; break;}
else
{sTitle = "Troubadour"; break;}
case 28:
sTitle = "Citharist"; break;
case 29:
sTitle = "High Minstrel"; break;
default:
sTitle = "Master Bard"; break;
}
case CLASS_TYPE_SORCERER:
case CLASS_TYPE_WIZARD:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Apprentice" ;
break;
case 4: case 5:
sTitle = "Adept"; break;
case 6:
sTitle = "Journeymage"; break;
case 7:
sTitle = "Hedge Mage"; break;
case 8:
sTitle = "Magician"; break;
case 9:
sTitle = "Prestidigitator"; break;
case 10:
sTitle = "Wizard"; break;
case 11:
sTitle = "Sage"; break;
case 12:
sTitle = "Visionary"; break;
case 13:
sTitle = "Loremaster"; break;
case 14:
sTitle = "Mage"; break;
case 15:
sTitle = "Fatespinner"; break;
case 16:
sTitle = "Cabalist"; break;
case 17:
sTitle = "Thaumaturge"; break;
case 18:
sTitle = "Theurgist"; break;
case 19:
sTitle = "Augur"; break;
case 20:
sTitle = "Spellbinder"; break;
default:
sTitle = "Archmage"; break;
}
case CLASS_TYPE_CLERIC:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Candidate" ;
break;
case 4: case 5:
sTitle = "Aspirant"; break;
case 6:
sTitle = "Novice"; break;
case 7:
sTitle = "Acolyte"; break;
case 8:
sTitle = "Initiate"; break;
case 9:
if (nGender == 1)
{sTitle = "Priestess"; break;}
else
{sTitle = "Priest"; break;}
case 10:
sTitle = "Cleric"; break;
case 11:
sTitle = "Curate"; break;
case 12:
sTitle = "Apostle"; break;
case 13:
sTitle = "Ovate"; break;
case 14:
sTitle = "Missionary"; break;
case 15:
if (nGender == 1)
{sTitle = "Canoness"; break;}
else
{sTitle = "Canon"; break;}
case 16:
if (nGender == 1)
{sTitle = "Abbotess"; break;}
else
{sTitle = "Abbot"; break;}
case 17:
sTitle = "Bishop"; break;
case 18:
if (nGender == 1)
{sTitle = "Matriarch"; break;}
else
{sTitle = "Patriarch"; break;}
case 19:
sTitle = "Preacher"; break;
default:
if (nGender == 1)
{sTitle = "High Priestess"; break;}
else
{sTitle = "High Priest"; break;}
}
case CLASS_TYPE_DRUID:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Initiate" ;
break;
case 4: case 5:
sTitle = "Devotee"; break;
case 6:
sTitle = "Beastling"; break;
case 7:
sTitle = "Grovelurker"; break;
case 8:
sTitle = "Shaper"; break;
case 9:
sTitle = "Springwalker"; break;
case 10:
sTitle = "Druid"; break;
case 11:
sTitle = "Naturekin"; break;
case 12:
sTitle = "Treewarden"; break;
case 13:
sTitle = "Auspex"; break;
case 14:
sTitle = "Haruspex"; break;
case 15:
sTitle = "Student of Stones"; break;
case 16:
sTitle = "Student of Waters"; break;
case 17:
sTitle = "Student of Forests"; break;
case 18:
sTitle = "Student of Winds"; break;
case 19:
sTitle = "Student of Changes"; break;
case 20:
sTitle = "Pathwarden"; break;
default:
sTitle = "Archdruid"; break;
}
case CLASS_TYPE_FIGHTER:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Guard";
break;
case 4:
sTitle = "Elite Guard"; break;
case 5: case 6:
sTitle = "Warrior"; break;
case 7:
sTitle = "Elite Warrior"; break;
case 8:
sTitle = "Soldier"; break;
case 9:
sTitle = "Enforcer"; break;
case 10:
sTitle = "Fighter"; break;
case 11:
sTitle = "Skirmisher"; break;
case 12:
sTitle = "Veteran"; break;
case 13:
sTitle = "Armiger"; break;
case 14:
sTitle = "Myrmidon"; break;
case 15:
sTitle = "Hero"; break;
case 16:
sTitle = "Vanguard"; break;
case 17:
sTitle = "Sentinel"; break;
case 18:
sTitle = "Dominator"; break;
case 19:
sTitle = "Warmonger"; break;
case 20:
sTitle = "Champion"; break;
default:
sTitle = "Grandmaster"; break;
}
case CLASS_TYPE_MONK:
switch(nLevel)
{
case 1:
sTitle = "Trainee"; break;
case 2:
sTitle = "Initiate"; break;
case 3:
sTitle = "Novice"; break;
case 4:
sTitle = "Neophyte"; break;
case 5:
sTitle = "Aspirant"; break;
case 6:
sTitle = "Acolyte"; break;
case 7:
sTitle = "Devotee"; break;
case 8:
sTitle = "Disciple"; break;
case 9:
sTitle = "Adept"; break;
case 10:
sTitle = "Ascetic"; break;
case 11:
sTitle = "Pilgrim"; break;
case 12:
sTitle = "Master"; break;
case 13:
sTitle = "Anchorite"; break;
case 14:
sTitle = "Mystic"; break;
case 15:
sTitle = "Meditator"; break;
case 16:
sTitle = "Seeker"; break;
case 17:
sTitle = "Guru"; break;
case 18:
sTitle = "Sensei"; break;
case 19:
sTitle = "Sannyasi"; break;
case 20:
sTitle = "Exemplar"; break;
case 21:
sTitle = "Transcendent"; break;
default:
sTitle = "High Master"; break;
}
case CLASS_TYPE_PALADIN:
switch(nLevel)
{
case 1:
sTitle = "Advocate"; break;
case 2:
sTitle = "Initiate"; break;
case 3:
sTitle = "Squire"; break;
case 4:
sTitle = "Gallant"; break;
case 5:
sTitle = "Emissary"; break;
case 6:
sTitle = "Guardian"; break;
case 7:
sTitle = "Devotee"; break;
case 8:
sTitle = "Disciple"; break;
case 9:
sTitle = "Adept"; break;
case 10:
sTitle = "Ascetic"; break;
case 11:
sTitle = "Pilgrim"; break;
case 12:
sTitle = "Master"; break;
case 13:
sTitle = "Anchorite"; break;
case 14:
sTitle = "Mystic"; break;
case 15:
sTitle = "Meditator"; break;
case 16:
sTitle = "Seeker"; break;
case 17:
sTitle = "Guru"; break;
case 18:
sTitle = "Sensei"; break;
case 19:
sTitle = "Sannyasi"; break;
case 20:
sTitle = "Exemplar"; break;
case 21:
sTitle = "Transcendent"; break;
default:
sTitle = "High Master"; break;
}
case CLASS_TYPE_RANGER:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Greenhorn" ;
break;
case 4: case 5:
sTitle = "Tenderfoot"; break;
case 6:
sTitle = "Vagrant"; break;
case 7:
sTitle = "Tramp"; break;
case 8:
sTitle = "Nomad"; break;
case 9:
sTitle = "Wanderer"; break;
case 10:
sTitle = "Ranger"; break;
case 11:
sTitle = "Rambler"; break;
case 12:
sTitle = "Traveler"; break;
case 13:
sTitle = "Sojourner"; break;
case 14:
sTitle = "Outrider"; break;
case 15:
sTitle = "Wayfarer"; break;
case 16:
sTitle = "Excursionist"; break;
case 17:
sTitle = "Trekker"; break;
case 18:
sTitle = "Trailblazer"; break;
case 19:
sTitle = "Woodsman"; break;
case 20:
sTitle = "High Ranger"; break;
case 21:
sTitle = "Ranger"; break;
case 22:
sTitle = "Rambler"; break;
case 23:
sTitle = "Traveler"; break;
case 24:
sTitle = "Sojourner"; break;
case 25:
sTitle = "Outrider"; break;
case 26:
sTitle = "Wayfarer"; break;
case 27:
sTitle = "Excursionist"; break;
case 28:
sTitle = "Trekker"; break;
case 29:
sTitle = "Trailblazer"; break;
default:
sTitle = "Ranger Lord"; break;
}
}
//return sTitle;
}
//:: Handles class based Henchman titles
int nRndRogue = GetLocalInt(OBJECT_SELF,"RND_ROGUE");
if (nRndRogue == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Quick";
}
else if(nResult == 2)
{
sPostfix = "the Quiet";
}
else if(nResult == 3)
{
sPostfix = "the Sharp";
}
else if(nResult ==4)
{
sPostfix = "the Sneak";
}
else if(nResult == 5)
{
sPostfix = "the Rogue";
}
else
sPostfix = "the Footpad";
}
int nRndBarb = GetLocalInt(OBJECT_SELF,"RND_BARBARIAN");
if (nRndBarb == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Barbarian";
}
else if(nResult == 2)
{
sPostfix = "the Destroyer";
}
else if(nResult == 3)
{
sPostfix = "of the Plains";
}
else if(nResult ==4)
{
sPostfix = "of Klar Clan";
}
else if(nResult == 5)
{
sPostfix = "the Rampager";
}
else
sPostfix = "the Reaver";
}
int nRndFight = GetLocalInt(OBJECT_SELF,"RND_FIGHTER");
if (nRndFight == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Strong";
}
else if(nResult == 2)
{
sPostfix = "the Stout";
}
else if(nResult == 3)
{
sPostfix = "of the Blade";
}
else if(nResult ==4)
{
sPostfix = "of Tyr";
}
else if(nResult == 5)
{
sPostfix = "of Urik";
}
else
sPostfix = "the Swordhand";
}
int nRndCleric = GetLocalInt(OBJECT_SELF,"RND_CLERIC");
if (nRndCleric == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Pious";
}
else if(nResult == 2)
{
sPostfix = "the Holy";
}
else if(nResult == 3)
{
sPostfix = "the Priest";
}
else if(nResult ==4)
{
sPostfix = "the Zealous";
}
else if(nResult == 5)
{
sPostfix = "of Phlan";
}
else
sPostfix = "the Wise";
}
int nRndMage = GetLocalInt(OBJECT_SELF,"RND_MAGE");
if (nRndMage == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Mad";
}
else if(nResult == 2)
{
sPostfix = "the Arcane";
}
else if(nResult == 3)
{
sPostfix = "the Black";
}
else if(nResult ==4)
{
sPostfix = "the Wizard";
}
else if(nResult == 5)
{
sPostfix = "of Ur-Draxa";
}
else
sPostfix = "the Mage";
}
int nRndBard = GetLocalInt(OBJECT_SELF,"RND_BARD");
if (nRndMage == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Dancer";
}
else if(nResult == 2)
{
sPostfix = "the Troubador";
}
else if(nResult == 3)
{
sPostfix = "of the Song";
}
else if(nResult ==4)
{
sPostfix = "the Bard";
}
else if(nResult == 5)
{
sPostfix = "the Raconteur";
}
else
sPostfix = "the Minstrel";
}
int nRndDruid = GetLocalInt(OBJECT_SELF,"RND_DRUID");
if (nRndDruid == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Druid";
}
else if(nResult == 2)
{
sPostfix = "of the Forest";
}
else if(nResult == 3)
{
sPostfix = "of the Wild";
}
else if(nResult ==4)
{
sPostfix = "the Wolflord";
}
else if(nResult == 5)
{
sPostfix = "the Treelord";
}
else
sPostfix = "the Warden";
}
int nRndRanger = GetLocalInt(OBJECT_SELF,"RND_RANGER");
if (nRndRanger == 1)
{
int nResult = d6(1);
if (nResult == 1)
{
sPostfix = "the Ranger";
}
else if(nResult == 2)
{
sPostfix = "of the Forest";
}
else if(nResult == 3)
{
sPostfix = "of the Wild";
}
else if(nResult ==4)
{
sPostfix = "the Strider";
}
else if(nResult == 5)
{
sPostfix = "the Venger";
}
else
sPostfix = "the Warden";
}
if (sRandomName != "")
{
if (sRandomName == "RANDOM")
{
switch (GetLocalInt(oNPC, "NAME_TYPE"))
{
case 1: sRandomName = sTitle + " " + ms_RandomFirstName(oNPC) + " " + ms_RandomLastName(oNPC)+ " " + sPostfix; break;
default: sRandomName = sTitle + " " + ms_RandomFirstName(oNPC) + " " + sPostfix; break;
}
}
if (bClassTitle)
{
sRandomName = sBaseRace +" "+ sTitle;
}
SetName(oNPC, (sRandomName));
return;
}
}
string ms_RandomFirstName(object oNPC = OBJECT_SELF)
{
int Gender = GetGender(oNPC);
int Race = MyPRCGetRacialType(oNPC);
string Name;
switch (Race)
{
case RACIAL_TYPE_ANIMAL: Name = RandomName(0); break;
case RACIAL_TYPE_DWARF:
switch (Gender)
{ default: Name = RandomName(2); break;
case GENDER_FEMALE: Name = RandomName(3); break; } break;
case RACIAL_TYPE_ELF:
switch (Gender)
{ default: Name = RandomName(5); break;
case GENDER_FEMALE: Name = RandomName(6); break; } break;
case RACIAL_TYPE_GNOME:
switch (Gender)
{ default: Name = RandomName(8); break;
case GENDER_FEMALE: Name = RandomName(9); break; } break;
case RACIAL_TYPE_HALFELF:
switch (Gender)
{ default: Name = RandomName(11); break;
case GENDER_FEMALE: Name = RandomName(12); break; } break;
case RACIAL_TYPE_HALFLING:
switch (Gender)
{ default: Name = RandomName(14); break;
case GENDER_FEMALE: Name = RandomName(15); break; } break;
case RACIAL_TYPE_HALFORC:
switch (Gender)
{ default: Name = RandomName(17); break;
case GENDER_FEMALE: Name = RandomName(18); break; } break;
case RACIAL_TYPE_HUMAN:
switch (Gender)
{ default: Name = RandomName(20); break;
case GENDER_FEMALE: Name = RandomName(21); break; } break;
default:
switch (Gender)
{ default: Name = RandomName(-1); break;
case GENDER_FEMALE: Name = RandomName(0); break; } break;
}
return Name;
}
string ms_RandomLastName(object oNPC = OBJECT_SELF)
{
int Race = MyPRCGetRacialType(oNPC);
string Name;
switch (Race)
{
case RACIAL_TYPE_DWARF: Name = RandomName(4); break;
case RACIAL_TYPE_ELF: Name = RandomName(7); break;
case RACIAL_TYPE_GNOME: Name = RandomName(10); break;
case RACIAL_TYPE_HALFELF: Name = RandomName(13); break;
case RACIAL_TYPE_HALFLING: Name = RandomName(16); break;
case RACIAL_TYPE_HALFORC: Name = RandomName(19); break;
case RACIAL_TYPE_HUMAN: Name = RandomName(22); break;
default: Name = RandomName(1); break;
}
return Name;
}
// Function to get the class-based level title based on the class type
string GetClassLevelTitle(int nClassType)
{
object oCreature = OBJECT_SELF; // Assuming this function is called on a creature object
int nLevel = GetLevelByClass(nClassType, oCreature);
int nGender = GetGender(oCreature);
string sTitle;
switch (nClassType)
{
case CLASS_TYPE_BARBARIAN:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Brute" ;
break;
case 4: case 5:
sTitle = "Vandal"; break;
case 6:
if (nGender == 1)
{sTitle = "Plunderess"; break;}
else
{sTitle = "Plunderer"; break;}
case 7:
sTitle = "Pillager"; break;
case 8:
sTitle = "Marauder"; break;
case 9:
sTitle = "Reaver"; break;
case 10:
sTitle = "Barbarian"; break;
case 11:
sTitle = "Mauler"; break;
case 12:
sTitle = "Ravager"; break;
case 13:
sTitle = "Slaughterer"; break;
case 14:
sTitle = "Destroyer"; break;
case 15:
if (nGender == 1)
{sTitle = "Chieftainess"; break;}
else
{sTitle = "Chieftain"; break;}
case 16:
sTitle = "Bloodletter"; break;
case 17:
sTitle = "Rampager"; break;
case 18:
sTitle = "Slayer"; break;
case 19:
sTitle = "Warmonger"; break;
case 20:
if (nGender == 1)
{sTitle = "High Chieftainess"; break;}
else
{sTitle = "High Chieftain"; break;}
default:
if (nGender == 1)
{sTitle = "Conqueress"; break;}
else
{sTitle = "Conqueror"; break;}
}
case CLASS_TYPE_ROGUE:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Lookout" ;
break;
case 4: case 5:
sTitle = "Outlaw"; break;
case 6:
sTitle = "Scalawag"; break;
case 7:
sTitle = "Creeper"; break;
case 8:
sTitle = "Larker"; break;
case 9:
sTitle = "Footpad"; break;
case 10:
sTitle = "Rogue"; break;
case 11:
sTitle = "Cutpurse"; break;
case 12:
sTitle = "Thief"; break;
case 13:
sTitle = "Pilferer"; break;
case 14:
sTitle = "Robber"; break;
case 15:
sTitle = "Sharper"; break;
case 16:
sTitle = "Burglar"; break;
case 17:
sTitle = "Filcher"; break;
case 18:
sTitle = "Scoundrel"; break;
case 19:
sTitle = "Knave"; break;
case 20:
sTitle = "Prowler"; break;
default:
sTitle = "Master Rogue"; break;
}
case CLASS_TYPE_BARD:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Crier" ;
break;
case 4: case 5:
if (nGender == 1)
{sTitle = "Chantress"; break;}
else
{sTitle = "Chanter"; break;}
case 6:
sTitle = "Skop"; break;
case 7:
sTitle = "Accompanist"; break;
case 8:
sTitle = "Rhymer"; break;
case 9:
sTitle = "Singer"; break;
case 10:
sTitle = "Balladeer"; break;
case 11:
if (nGender == 1)
{sTitle = "Cantoress"; break;}
else
{sTitle = "Cantor"; break;}
case 12:
sTitle = "Lutenist"; break;
case 13:
sTitle = "Melodist"; break;
case 14:
sTitle = "Lyrist"; break;
case 15:
sTitle = "Jongleur"; break;
case 16:
sTitle = "Loreweaver"; break;
case 17:
sTitle = "Chronicler"; break;
case 18:
sTitle = "Muse"; break;
case 19:
if (nGender == 1)
{sTitle = "Rhapsode"; break;}
else
{sTitle = "Rhapsodist"; break;}
case 20:
sTitle = "Bard"; break;
case 21:
sTitle = "Raconteur"; break;
case 22:
sTitle = "Siren"; break;
case 23:
sTitle = "Songsmith"; break;
case 24:
sTitle = "Versifer"; break;
case 25:
sTitle = "Minstrel"; break;
case 26:
sTitle = "Sonneteer"; break;
case 27:
if (nGender == 1)
{sTitle = "Trobairitz"; break;}
else
{sTitle = "Troubadour"; break;}
case 28:
sTitle = "Citharist"; break;
case 29:
sTitle = "High Minstrel"; break;
default:
sTitle = "Master Bard"; break;
}
case CLASS_TYPE_SORCERER:
case CLASS_TYPE_WIZARD:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Apprentice" ;
break;
case 4: case 5:
sTitle = "Adept"; break;
case 6:
sTitle = "Journeymage"; break;
case 7:
sTitle = "Hedge Mage"; break;
case 8:
sTitle = "Magician"; break;
case 9:
sTitle = "Prestidigitator"; break;
case 10:
sTitle = "Wizard"; break;
case 11:
sTitle = "Sage"; break;
case 12:
sTitle = "Visionary"; break;
case 13:
sTitle = "Loremaster"; break;
case 14:
sTitle = "Mage"; break;
case 15:
sTitle = "Fatespinner"; break;
case 16:
sTitle = "Cabalist"; break;
case 17:
sTitle = "Thaumaturge"; break;
case 18:
sTitle = "Theurgist"; break;
case 19:
sTitle = "Augur"; break;
case 20:
sTitle = "Spellbinder"; break;
default:
sTitle = "Archmage"; break;
}
case CLASS_TYPE_CLERIC:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Candidate" ;
break;
case 4: case 5:
sTitle = "Aspirant"; break;
case 6:
sTitle = "Novice"; break;
case 7:
sTitle = "Acolyte"; break;
case 8:
sTitle = "Initiate"; break;
case 9:
if (nGender == 1)
{sTitle = "Priestess"; break;}
else
{sTitle = "Priest"; break;}
case 10:
sTitle = "Cleric"; break;
case 11:
sTitle = "Curate"; break;
case 12:
sTitle = "Apostle"; break;
case 13:
sTitle = "Ovate"; break;
case 14:
sTitle = "Missionary"; break;
case 15:
if (nGender == 1)
{sTitle = "Canoness"; break;}
else
{sTitle = "Canon"; break;}
case 16:
if (nGender == 1)
{sTitle = "Abbotess"; break;}
else
{sTitle = "Abbot"; break;}
case 17:
sTitle = "Bishop"; break;
case 18:
if (nGender == 1)
{sTitle = "Matriarch"; break;}
else
{sTitle = "Patriarch"; break;}
case 19:
sTitle = "Preacher"; break;
default:
if (nGender == 1)
{sTitle = "High Priestess"; break;}
else
{sTitle = "High Priest"; break;}
}
case CLASS_TYPE_DRUID:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Initiate" ;
break;
case 4: case 5:
sTitle = "Devotee"; break;
case 6:
sTitle = "Beastling"; break;
case 7:
sTitle = "Grovelurker"; break;
case 8:
sTitle = "Shaper"; break;
case 9:
sTitle = "Springwalker"; break;
case 10:
sTitle = "Druid"; break;
case 11:
sTitle = "Naturekin"; break;
case 12:
sTitle = "Treewarden"; break;
case 13:
sTitle = "Auspex"; break;
case 14:
sTitle = "Haruspex"; break;
case 15:
sTitle = "Student of Stones"; break;
case 16:
sTitle = "Student of Waters"; break;
case 17:
sTitle = "Student of Forests"; break;
case 18:
sTitle = "Student of Winds"; break;
case 19:
sTitle = "Student of Changes"; break;
case 20:
sTitle = "Pathwarden"; break;
default:
sTitle = "Archdruid"; break;
}
case CLASS_TYPE_FIGHTER:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Guard";
break;
case 4:
sTitle = "Elite Guard"; break;
case 5: case 6:
sTitle = "Warrior"; break;
case 7:
sTitle = "Elite Warrior"; break;
case 8:
sTitle = "Soldier"; break;
case 9:
sTitle = "Enforcer"; break;
case 10:
sTitle = "Fighter"; break;
case 11:
sTitle = "Skirmisher"; break;
case 12:
sTitle = "Veteran"; break;
case 13:
sTitle = "Armiger"; break;
case 14:
sTitle = "Myrmidon"; break;
case 15:
sTitle = "Hero"; break;
case 16:
sTitle = "Vanguard"; break;
case 17:
sTitle = "Sentinel"; break;
case 18:
sTitle = "Dominator"; break;
case 19:
sTitle = "Warmonger"; break;
case 20:
sTitle = "Champion"; break;
default:
sTitle = "Grandmaster"; break;
}
case CLASS_TYPE_MONK:
switch(nLevel)
{
case 1:
sTitle = "Trainee"; break;
case 2:
sTitle = "Initiate"; break;
case 3:
sTitle = "Novice"; break;
case 4:
sTitle = "Neophyte"; break;
case 5:
sTitle = "Aspirant"; break;
case 6:
sTitle = "Acolyte"; break;
case 7:
sTitle = "Devotee"; break;
case 8:
sTitle = "Disciple"; break;
case 9:
sTitle = "Adept"; break;
case 10:
sTitle = "Ascetic"; break;
case 11:
sTitle = "Pilgrim"; break;
case 12:
sTitle = "Master"; break;
case 13:
sTitle = "Anchorite"; break;
case 14:
sTitle = "Mystic"; break;
case 15:
sTitle = "Meditator"; break;
case 16:
sTitle = "Seeker"; break;
case 17:
sTitle = "Guru"; break;
case 18:
sTitle = "Sensei"; break;
case 19:
sTitle = "Sannyasi"; break;
case 20:
sTitle = "Exemplar"; break;
case 21:
sTitle = "Transcendent"; break;
default:
sTitle = "High Master"; break;
}
case CLASS_TYPE_PALADIN:
switch(nLevel)
{
case 1:
sTitle = "Advocate"; break;
case 2:
sTitle = "Initiate"; break;
case 3:
sTitle = "Squire"; break;
case 4:
sTitle = "Gallant"; break;
case 5:
sTitle = "Emissary"; break;
case 6:
sTitle = "Guardian"; break;
case 7:
sTitle = "Devotee"; break;
case 8:
sTitle = "Disciple"; break;
case 9:
sTitle = "Adept"; break;
case 10:
sTitle = "Ascetic"; break;
case 11:
sTitle = "Pilgrim"; break;
case 12:
sTitle = "Master"; break;
case 13:
sTitle = "Anchorite"; break;
case 14:
sTitle = "Mystic"; break;
case 15:
sTitle = "Meditator"; break;
case 16:
sTitle = "Seeker"; break;
case 17:
sTitle = "Guru"; break;
case 18:
sTitle = "Sensei"; break;
case 19:
sTitle = "Sannyasi"; break;
case 20:
sTitle = "Exemplar"; break;
case 21:
sTitle = "Transcendent"; break;
default:
sTitle = "High Master"; break;
}
case CLASS_TYPE_RANGER:
switch(nLevel)
{
case 1: case 2: case 3:
sTitle = "Greenhorn" ;
break;
case 4: case 5:
sTitle = "Tenderfoot"; break;
case 6:
sTitle = "Vagrant"; break;
case 7:
sTitle = "Tramp"; break;
case 8:
sTitle = "Nomad"; break;
case 9:
sTitle = "Wanderer"; break;
case 10:
sTitle = "Ranger"; break;
case 11:
sTitle = "Rambler"; break;
case 12:
sTitle = "Traveler"; break;
case 13:
sTitle = "Sojourner"; break;
case 14:
sTitle = "Outrider"; break;
case 15:
sTitle = "Wayfarer"; break;
case 16:
sTitle = "Excursionist"; break;
case 17:
sTitle = "Trekker"; break;
case 18:
sTitle = "Trailblazer"; break;
case 19:
sTitle = "Woodsman"; break;
case 20:
sTitle = "High Ranger"; break;
case 21:
sTitle = "Ranger"; break;
case 22:
sTitle = "Rambler"; break;
case 23:
sTitle = "Traveler"; break;
case 24:
sTitle = "Sojourner"; break;
case 25:
sTitle = "Outrider"; break;
case 26:
sTitle = "Wayfarer"; break;
case 27:
sTitle = "Excursionist"; break;
case 28:
sTitle = "Trekker"; break;
case 29:
sTitle = "Trailblazer"; break;
default:
sTitle = "Ranger Lord"; break;
}
}
return sTitle;
}
//:: Function to get the highest class level of an object, excluding racial classes types
int GetHighestClassLevel(object oCreature)
{
int nHighestLevel = -1;
int nClassTypes = 254; // Maximum number of class types
int i;
for (i = 0; i <= nClassTypes; i++)
{
// Check if the class type is excluded
if (i == CLASS_TYPE_ABERRATION ||
i == CLASS_TYPE_ANIMAL ||
i == CLASS_TYPE_BEAST ||
i == CLASS_TYPE_CONSTRUCT ||
i == CLASS_TYPE_DRAGON ||
i == CLASS_TYPE_ELEMENTAL ||
i == CLASS_TYPE_FEY ||
i == CLASS_TYPE_GIANT ||
i == CLASS_TYPE_HUMANOID ||
i == CLASS_TYPE_MAGICAL_BEAST ||
i == CLASS_TYPE_MONSTROUS ||
i == CLASS_TYPE_OOZE ||
i == CLASS_TYPE_OUTSIDER ||
i == CLASS_TYPE_PLANT ||
i == CLASS_TYPE_SHAPECHANGER ||
i == CLASS_TYPE_UNDEAD ||
i == CLASS_TYPE_VERMIN)
continue;
int nLevel = GetLevelByClass(i, oCreature);
if (nLevel > 0)
{
if (nLevel > nHighestLevel)
{
nHighestLevel = nLevel;
}
}
else
{
break; // Reached an invalid class level, exit the loop
}
}
return nHighestLevel;
}