//void main(){} //Called from nw_i0_generic void BattleCry() //Changed to determine battlecry by primary class of henchman { int iSpeakProb = Random(25) +1; //Probability of Battle Cry. Higher the number inside () the lower the probability. string sDeity = GetDeity(OBJECT_SELF); if(sDeity == "") { sDeity = "God"; //Give your henchman a deity } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_FIGHTER || GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_RANGER || GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_BARBARIAN) switch (iSpeakProb) { case 1: SpeakString("Take this, fool!"); break; case 2: SpeakString("Say hello to my little friend!"); break; case 3: SpeakString("To hell with you, hideous fiend!"); break; case 4: SpeakString("Come here. Come here I say!"); break; case 5: SpeakString("Meet cold steel!"); break; case 6: SpeakString("To Arms!"); break; case 7: SpeakString("Outstanding!"); break; case 8: SpeakString("You CAN do better than this, can you not?"); break; case 9: SpeakString("Embrace Death, and long for it!"); break; case 10: SpeakString("Press forward and give no quarter!"); break; case 11: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; default: break; } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_ROGUE) switch (iSpeakProb) { case 1: SpeakString("I got a little present for you here!"); break; case 2: SpeakString("Gotcha"); break; case 3: SpeakString("Think twice before messing with me!"); break; case 4: SpeakString("Silent and Deadly!"); break; case 5: SpeakString("Your momma raised ya to become THIS?"); break; case 6: SpeakString("Hey! Where's your manners!"); break; case 7: SpeakString("How about a little knife in the back victim"); break; case 8: SpeakString("You're an ugly little beastie, ain't ya?"); break; case 9: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; default: break; } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_BARD) switch (iSpeakProb) { case 1: SpeakString("I got a little song for you here!"); break; case 2: SpeakString("Press forward and give no quarter!"); break; case 3: SpeakString("Think twice before messing with me!"); break; case 4: SpeakString("Silent and Deadly!"); break; case 5: SpeakString("Gather around and hear a song of valor."); break; case 6: SpeakString("Hey! Where's your manners!"); break; case 7: SpeakString("Your chances of success are dwindling."); break; case 8: SpeakString("These fools deserve no less."); break; case 9: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; default: break; } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_PALADIN) switch (iSpeakProb) { case 1: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; case 2: SpeakString(sDeity+ ", look kindly upon your servant!"); break; case 3: SpeakString(sDeity+ " comes to take you!"); break; case 4: SpeakString("Fight on! For our victory is at hand!"); break; case 5: SpeakString("Prepare yourself! Your time is near!"); break; case 6: SpeakString("The light of justice shall overcome you!"); break; case 7: SpeakString("Evil shall perish from the land!"); break; case 8: SpeakString("Make peace with your god!"); break; case 9: SpeakString("By the name of all that is holy, you shall perish!"); break; case 10: SpeakString("The smell of evil permeates your presence!"); break; case 11: SpeakString("Press forward and give no quarter!"); break; default: break; } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_CLERIC) switch (iSpeakProb) { case 1: SpeakString("This is not the time for healing!"); break; case 2: SpeakString("You have chosen pain!"); break; case 3: SpeakString("You attack us, only to die!"); break; case 4: SpeakString("Must you chase destruction? Very well!"); break; case 5: SpeakString("It does not please me to crush you like this."); break; case 6: SpeakString("Do not provoke me!"); break; case 7: SpeakString("I am at my wit's end with you all!"); break; case 8: SpeakString("Do you even know what you face?"); break; case 9: SpeakString("Prepare yourself! Your time is near!"); break; case 10: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; case 11: SpeakString(sDeity+ ", look kindly upon your servant!"); break; case 12: SpeakString(sDeity+ " comes to take you!"); break; default: break; } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_DRUID) switch (iSpeakProb) { case 1: SpeakString("Nature will have vengeance upon you now!"); break; case 2: SpeakString("What is your grievance? Begone!"); break; case 3: SpeakString("I won't allow you to harm anyone else!"); break; case 4: SpeakString("Retreat or feel my wrath!"); break; case 5: SpeakString("By " +sDeity+ ", you will not pass unchecked."); break; case 6: SpeakString("I am nature's weapon."); break; case 7: SpeakString(sDeity+ " willing, you'll soon be undone!"); break; case 8: SpeakString("Destroyer of all that is green, you shall die!"); break; case 9: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; default: break; } if (GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_WIZARD || GetClassByPosition(1, OBJECT_SELF) == CLASS_TYPE_SORCERER) switch (iSpeakProb) { case 1: SpeakString("You face a mage of considerable power!"); break; case 2: SpeakString("I find your resistance illogical."); break; case 3: SpeakString("I bind the powers of the very Planes!"); break; case 4: SpeakString("Fighting for now, and research for later."); break; case 5: SpeakString("Sad to destroy a fine specimen such as yourself."); break; case 6: SpeakString("Your chances of success are dwindling."); break; case 7: SpeakString("These fools deserve no less."); break; case 8: SpeakString("Now you are making me lose my patience."); break; case 9: SpeakString("Do or Do Not, there is no try."); break; case 10: SpeakString("By the name of " +sDeity+ ", you shall perish!"); break; case 11: SpeakString("Strike me down now and I shall become more powerful than you could ever imagine!"); break; default: break; } } //Called from nw_i0_generic void HenchmanTalk(int nTalk) //Henchman speaks the relative challenge of the encounter { string sDeity = GetDeity(OBJECT_SELF); if(sDeity == "") { sDeity = "God"; } switch(nTalk) { //speaking the relative challenge of an encounter (1-4) case 1: SpeakString("Don't make me laugh!"); break; //Easy case 2: SpeakString("We'll best them yet!"); break; //Moderate case 3: SpeakString("Watch out for this one!"); break;//Challenging case 4: SpeakString(sDeity+ " help us!"); break; //Difficult default: break; } }