Encounter work continues. Created or modified UTCs for randomized human pirates, sirines & Marty the Imp. Created random encounter tables for "Foothills" & "Beaches".
407 lines
13 KiB
Plaintext
407 lines
13 KiB
Plaintext
////////////////////////////////////////////////////////////////////////////////
|
|
// //
|
|
// 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;
|
|
}
|