Jaysyn904 557591bc93 Encounter work continues
Encounter work continues.  Created or modified UTCs for randomized human pirates, sirines & Marty the Imp.  Created random encounter tables for "Foothills" & "Beaches".
2022-11-16 08:10:27 -05:00

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////////////////////////////////////////////////////////////////////////////////
// //
// Markshire's Nomenclature //
// //
// By Thrym of Markshire 5/21/06 //
// //
////////////////////////////////////////////////////////////////////////////////
/*
// 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 ////////////////////////////////////////////////////
// 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");
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 Tiger Clan";
}
else if(nResult == 5)
{
sPostfix = "of Bear Clan";
}
else
sPostfix = "the Avenger";
}
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 Neverwinter";
}
else if(nResult == 5)
{
sPostfix = "of Amn";
}
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 Waterdeep";
}
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;
}
}
SetName(oNPC, (sRandomName));
return;
}
}
string ms_RandomFirstName(object oNPC = OBJECT_SELF)
{
int Gender = GetGender(oNPC);
int Race = GetRacialType(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 = GetRacialType(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;
}