Added PnP Dire Rat.
Added PnP Dire Rat.
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151
nwn_dark_sun/ms_name_inc.nss
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151
nwn_dark_sun/ms_name_inc.nss
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////////////////////////////////////////////////////////////////////////////////
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// //
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// Markshire's Nomenclature //
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// //
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// By Thrym of Markshire 5/21/06 //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// //
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// FUNCTION: //
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// The Nomenclature is an include file placed in the spawn script //
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// nw_c2_default9 designed to assign a name to a generic NPC who may //
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// wander towns, roads, shops, etc. //
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// //
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// Utilizing both SetName and RandomName the system will name the NPC in //
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// one of two ways ... //
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// //
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// "SET_NAME": By setting the variable "SET_NAME" on the NPC and //
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// assigning it a string the creature will rename itself upon spawning. //
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// This is handy for DM's and builders to create more precisely named //
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// creatures for the palette and then generize them upon spawn. //
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// //
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// eg. Ancient White Dragon in the Creator becomes White Dragon on Spawn. //
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// //
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// "SET_NAME" = "RANDOM": By setting the same variable to the name "RANDOM" //
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// the NPC then is given a random name generated by RACE and GENDER using //
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// the RandomName function. //
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// //
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// eg. Male Dwarven Villager in the creator becomes Gloigan on spawn //
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// this time and perhaps Rufus on the next spawned Villager. //
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// //
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// "NAME_TYPE": Setting this int variable to "1" will cause a Full Name //
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// to be generated if the "SET_NAME" is set to "RANDOM". //
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// //
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// eg. Male Dwarven Villager becomes Gloigan Stonecutter or Rufus Mason. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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//void main (){}
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///// FUNCTION DECLARATIONS ////////////////////////////////////////////////////
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// Generates a Random First Name
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// based on Race and Gender
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// For all Standard PC Races and Animals
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string ms_RandomFirstName(object oNPC = OBJECT_SELF);
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// Generates a Random Last Name
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// based on Race For all
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// Standard PC Races and Animals
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string ms_RandomLastName(object oNPC = OBJECT_SELF);
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// Function designed to read the variable
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// "SET_NAME" and assign a new name to the NPC
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// If the variable is set to "RANDOM" a
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// random name is assigned.
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// A second variable can be assigned to
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// have the random name be a random Full Name.
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void ms_Nomenclature(object oNPC = OBJECT_SELF);
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///// FUNCTIONS ////////////////////////////////////////////////////////////////
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void ms_Nomenclature(object oNPC = OBJECT_SELF)
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{
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string sRandomName = GetLocalString(oNPC, "SET_NAME");
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string sTitle = GetLocalString(oNPC, "TITLE");
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string sPostfix = GetLocalString(oNPC, "POSTFIX");
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if (sRandomName != "")
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{
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if (sRandomName == "RANDOM")
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{
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switch (GetLocalInt(oNPC, "NAME_TYPE"))
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{
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case 1: sRandomName = sTitle + " " + ms_RandomFirstName(oNPC) + " " + ms_RandomLastName(oNPC); break;
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default: sRandomName = sTitle + " " + ms_RandomFirstName(oNPC); break;
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}
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}
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SetName(oNPC, (sRandomName));
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return;
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}
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}
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string ms_RandomFirstName(object oNPC = OBJECT_SELF)
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{
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int Gender = GetGender(oNPC);
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int Race = GetRacialType(oNPC);
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string Name;
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switch (Race)
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{
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case RACIAL_TYPE_ANIMAL: Name = RandomName(0); break;
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case RACIAL_TYPE_DWARF:
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switch (Gender)
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{ default: Name = RandomName(2); break;
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case GENDER_FEMALE: Name = RandomName(3); break; } break;
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case RACIAL_TYPE_ELF:
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switch (Gender)
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{ default: Name = RandomName(5); break;
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case GENDER_FEMALE: Name = RandomName(6); break; } break;
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case RACIAL_TYPE_GNOME:
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switch (Gender)
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{ default: Name = RandomName(8); break;
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case GENDER_FEMALE: Name = RandomName(9); break; } break;
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case RACIAL_TYPE_HALFELF:
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switch (Gender)
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{ default: Name = RandomName(11); break;
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case GENDER_FEMALE: Name = RandomName(12); break; } break;
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case RACIAL_TYPE_HALFLING:
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switch (Gender)
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{ default: Name = RandomName(14); break;
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case GENDER_FEMALE: Name = RandomName(15); break; } break;
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case RACIAL_TYPE_HALFORC:
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switch (Gender)
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{ default: Name = RandomName(17); break;
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case GENDER_FEMALE: Name = RandomName(18); break; } break;
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case RACIAL_TYPE_HUMAN:
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switch (Gender)
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{ default: Name = RandomName(20); break;
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case GENDER_FEMALE: Name = RandomName(21); break; } break;
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default:
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switch (Gender)
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{ default: Name = RandomName(-1); break;
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case GENDER_FEMALE: Name = RandomName(0); break; } break;
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}
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return Name;
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}
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string ms_RandomLastName(object oNPC = OBJECT_SELF)
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{
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int Race = GetRacialType(oNPC);
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string Name;
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switch (Race)
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{
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case RACIAL_TYPE_DWARF: Name = RandomName(4); break;
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case RACIAL_TYPE_ELF: Name = RandomName(7); break;
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case RACIAL_TYPE_GNOME: Name = RandomName(10); break;
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case RACIAL_TYPE_HALFELF: Name = RandomName(13); break;
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case RACIAL_TYPE_HALFLING: Name = RandomName(16); break;
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case RACIAL_TYPE_HALFORC: Name = RandomName(19); break;
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case RACIAL_TYPE_HUMAN: Name = RandomName(22); break;
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default: Name = RandomName(1); break;
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}
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return Name;
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}
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