MMD_PRC8/_module/nss/rnd_gossip.nss
Jaysyn904 adeff59f82 Initial commit
Initial commit.
2024-08-02 23:18:00 -04:00

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