467 lines
9.1 KiB
Plaintext
467 lines
9.1 KiB
Plaintext
//Random Gossip Generator by Ed Marshall
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void main()
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{
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string sName1 = RandomName();
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string sName2 = RandomName();
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string sVerb1;
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string sLocation;
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string sNoun;
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string sAdj1;
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string sAdj2;
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string sVerb2;
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string sCreature;
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SetCustomToken(600,sName1);
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SetCustomToken(601,sName2);
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int iVerb1 = d20(1);
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switch (iVerb1)
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{
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case 1:
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SetCustomToken(602,"crouching");
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break;
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case 2:
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SetCustomToken(602,"sneaking");
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break;
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case 3:
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SetCustomToken(602,"banging");
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break;
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case 4:
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SetCustomToken(602,"skipping");
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break;
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case 5:
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SetCustomToken(602,"throwing rocks");
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break;
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case 6:
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SetCustomToken(602,"inappropriately touching");
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break;
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case 7:
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SetCustomToken(602,"bickering");
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break;
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case 8:
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SetCustomToken(602,"digging");
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break;
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case 9:
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SetCustomToken(602,"eating turnips");
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break;
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case 10:
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SetCustomToken(602,"smelting ore");
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break;
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case 11:
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SetCustomToken(602,"undressing one another");
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break;
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case 12:
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SetCustomToken(602,"fighting");
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break;
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case 13:
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SetCustomToken(602,"dueling");
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break;
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case 14:
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SetCustomToken(602,"playing chess");
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break;
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case 15:
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SetCustomToken(602,"killing bugs");
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break;
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case 16:
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SetCustomToken(602,"hunting rats");
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break;
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case 17:
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SetCustomToken(602,"bouncing");
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break;
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case 18:
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SetCustomToken(602,"eating crumpets");
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break;
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case 19:
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SetCustomToken(602,"having tea");
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break;
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case 20:
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SetCustomToken(602,"building golems");
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break;
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}
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int iLoc = d20(1);
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switch (iLoc)
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{
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case 1:
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SetCustomToken(603,"behind the temple");
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break;
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case 2:
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SetCustomToken(603,"in the river");
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break;
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case 3:
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SetCustomToken(603,"in the forest");
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break;
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case 4:
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SetCustomToken(603,"in a tree");
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break;
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case 5:
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SetCustomToken(603,"inside the tavern");
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break;
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case 6:
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SetCustomToken(603,"at a house of ill repute");
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break;
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case 7:
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SetCustomToken(603,"in a canoe");
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break;
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case 8:
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SetCustomToken(603,"in the cemetery");
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break;
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case 9:
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SetCustomToken(603,"out back");
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break;
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case 10:
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SetCustomToken(603,"right over there");
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break;
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case 11:
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SetCustomToken(603,"right behind you");
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break;
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case 12:
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SetCustomToken(603,"over near the well");
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break;
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case 13:
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SetCustomToken(603,"in the astral plane");
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break;
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case 14:
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SetCustomToken(603,"at the blacksmith shop");
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break;
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case 15:
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SetCustomToken(603,"in a fountain");
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break;
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case 16:
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SetCustomToken(603,"in the pig pen");
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break;
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case 17:
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SetCustomToken(603,"around a bonfire");
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break;
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case 18:
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SetCustomToken(603,"in a tent");
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break;
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case 19:
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SetCustomToken(603,"under a tree");
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break;
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case 20:
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SetCustomToken(603,"on the roof of the barracks");
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break;
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}
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int iNoun = d20(1);
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switch (iNoun)
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{
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case 1:
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SetCustomToken(604,"axe handle");
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break;
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case 2:
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SetCustomToken(604,"bag of gold");
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break;
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case 3:
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SetCustomToken(604,"Mayor of Valeford");
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break;
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case 4:
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SetCustomToken(604,"provisioner");
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break;
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case 5:
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SetCustomToken(604,"captain of the guard");
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break;
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case 6:
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SetCustomToken(604,"pile of rocks");
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break;
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case 7:
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SetCustomToken(604,"stray cat");
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break;
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case 8:
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SetCustomToken(604,"gravestone");
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break;
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case 9:
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SetCustomToken(604,"garden");
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break;
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case 10:
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SetCustomToken(604,"cow dung");
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break;
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case 11:
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SetCustomToken(604,"mug of ale");
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break;
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case 12:
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SetCustomToken(604,"statue");
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break;
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case 13:
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SetCustomToken(604,"very heavy book");
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break;
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case 14:
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SetCustomToken(604,"bucket of water");
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break;
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case 15:
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SetCustomToken(604,"Goggles of Minute Seeing");
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break;
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case 16:
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SetCustomToken(604,"flaming bastard sword");
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break;
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case 17:
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SetCustomToken(604,"cage");
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break;
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case 18:
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SetCustomToken(604,"pond with frogs in it");
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break;
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case 19:
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SetCustomToken(604,"rope");
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break;
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case 20:
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SetCustomToken(604,"the undead");
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break;
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}
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int iAdj1 = d20(1);
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switch (iAdj1)
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{
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case 1:
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SetCustomToken(605,"ugly");
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break;
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case 2:
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SetCustomToken(605,"bruised");
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break;
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case 3:
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SetCustomToken(605,"green");
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break;
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case 4:
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SetCustomToken(605,"smelly");
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break;
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case 5:
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SetCustomToken(605,"putrid");
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break;
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case 6:
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SetCustomToken(605,"leafy");
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break;
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case 7:
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SetCustomToken(605,"natural");
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break;
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case 8:
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SetCustomToken(605,"shaky");
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break;
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case 9:
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SetCustomToken(605,"fast");
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break;
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case 10:
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SetCustomToken(605,"shiny");
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break;
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case 11:
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SetCustomToken(605,"numb");
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break;
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case 12:
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SetCustomToken(605,"upside down");
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break;
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case 13:
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SetCustomToken(605,"expensive");
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break;
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case 14:
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SetCustomToken(605,"fat");
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break;
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case 15:
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SetCustomToken(605,"scary");
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break;
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case 16:
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SetCustomToken(605,"plump");
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break;
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case 17:
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SetCustomToken(605,"candied");
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break;
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case 18:
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SetCustomToken(605,"swollen");
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break;
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case 19:
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SetCustomToken(605,"used");
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break;
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case 20:
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SetCustomToken(605,"sopping wet");
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break;
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}
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int iAdj2 = d20(1);
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switch (iAdj2)
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{
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case 1:
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SetCustomToken(606,"fiery");
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break;
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case 2:
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SetCustomToken(606,"hot");
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break;
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case 3:
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SetCustomToken(606,"sweaty");
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break;
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case 4:
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SetCustomToken(606,"stupid");
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break;
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case 5:
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SetCustomToken(606,"moronic");
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break;
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case 6:
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SetCustomToken(606,"buffed");
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break;
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case 7:
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SetCustomToken(606,"rubbery");
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break;
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case 8:
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SetCustomToken(606,"gold");
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break;
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case 9:
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SetCustomToken(606,"ghoulish");
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break;
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case 10:
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SetCustomToken(606,"uncanny");
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break;
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case 11:
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SetCustomToken(606,"comical");
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break;
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case 12:
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SetCustomToken(606,"backward");
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break;
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case 13:
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SetCustomToken(606,"sensitive");
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break;
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case 14:
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SetCustomToken(606,"yellow");
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break;
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case 15:
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SetCustomToken(606,"bent over");
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break;
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case 16:
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SetCustomToken(606,"cuddly");
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break;
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case 17:
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SetCustomToken(606,"legendary");
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break;
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case 18:
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SetCustomToken(606,"heroic");
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break;
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case 19:
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SetCustomToken(606,"cowardly");
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break;
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case 20:
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SetCustomToken(606,"insane");
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break;
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}
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int iVerb2 = d20(1);
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switch (iVerb2)
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{
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case 1:
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SetCustomToken(607,"dancing");
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break;
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case 2:
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SetCustomToken(607,"slapping");
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break;
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case 3:
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SetCustomToken(607,"hiding");
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break;
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case 4:
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SetCustomToken(607,"cooking");
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break;
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case 5:
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SetCustomToken(607,"practicing");
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break;
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case 6:
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SetCustomToken(607,"kissing");
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break;
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case 7:
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SetCustomToken(607,"painting");
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break;
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case 8:
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SetCustomToken(607,"fletching arrows");
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break;
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case 9:
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SetCustomToken(607,"eating cabbage");
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break;
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case 10:
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SetCustomToken(607,"building a fort");
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break;
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case 11:
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SetCustomToken(607,"mending a fence");
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break;
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case 12:
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SetCustomToken(607,"drinking ale");
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break;
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case 13:
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SetCustomToken(607,"smoking pipeweed");
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break;
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case 14:
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SetCustomToken(607,"skinning deer");
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break;
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case 15:
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SetCustomToken(607,"chopping wood");
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break;
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case 16:
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SetCustomToken(607,"searching for buried treasure");
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break;
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case 17:
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SetCustomToken(607,"building snare traps");
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break;
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case 18:
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SetCustomToken(607,"collecting shells");
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break;
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case 19:
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SetCustomToken(607,"sewing");
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break;
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case 20:
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SetCustomToken(607,"whittling sticks");
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break;
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}
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int iCreature = d20(1);
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switch (iCreature)
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{
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case 1:
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SetCustomToken(608,"a goblin");
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break;
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case 2:
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SetCustomToken(608,"an orc");
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break;
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case 3:
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SetCustomToken(608,"a dragon");
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break;
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case 4:
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SetCustomToken(608,"a zombie");
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break;
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case 5:
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SetCustomToken(608,"a rust monster");
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break;
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case 6:
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SetCustomToken(608,"a bullfrog");
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break;
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case 7:
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SetCustomToken(608,"a pit viper");
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break;
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case 8:
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SetCustomToken(608,"a dung golem");
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break;
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case 9:
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SetCustomToken(608,"a kobold");
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break;
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case 10:
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SetCustomToken(608,"a halfling");
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break;
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case 11:
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SetCustomToken(608,"an elf");
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break;
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case 12:
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SetCustomToken(608,"a dwarf");
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break;
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case 13:
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SetCustomToken(608,"a bird");
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break;
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case 14:
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SetCustomToken(608,"a vicious bunny");
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break;
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case 15:
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SetCustomToken(608,"a cat");
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break;
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case 16:
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SetCustomToken(608,"a horse");
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break;
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case 17:
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SetCustomToken(608,"a cow");
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break;
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case 18:
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SetCustomToken(608,"a goat");
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break;
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case 19:
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SetCustomToken(608,"a fire elemental");
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break;
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case 20:
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SetCustomToken(608,"a beaver");
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break;
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}
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}
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