void main() { object oPC = GetLastUsedBy(); object oMod = GetModule(); int iTLwager = GetLocalInt(oPC, "TLwager"); int iTWwager = GetLocalInt(oPC, "TWwager"); int iPlaced = GetLocalInt(oPC, "bets_placed"); int iTTwager; int iDice; string sStatus; string iMessage; int iCheck = GetLocalInt(oPC, "luciferdead"); if (GetLocalInt(oMod, "mod_mode")==1) { PlaySound("sim_cntresist"); FloatingTextStringOnCreature ("*** Not used in campaign manager mode ***", oPC); return; } if (iCheck==1) { iDice = d8(); switch(iDice) { case 1: {iMessage = "In gambling the many must lose in order that the few may win!";}break; case 2: {iMessage = "A man's gotta make at least one bet a day, else he could be walking around lucky and never know it!";}break; case 3: {iMessage = "Gambling is a disease of barbarians superficially civilized!";}break; case 4: {iMessage = "Gambling is the son of avarice and the father of despair!";}break; case 5: {iMessage = "Gold's father is dirt, yet it regards itself as noble!";}break; case 6: {iMessage = "There are two great pleasures in gambling: that of winning and that of losing!";}break; case 7: {iMessage = "Gambling is a principle inherent in nature!";}break; case 8: {iMessage = "The gambling known as business looks with severe disfavor on the business known as gambling!";}break; case 9: {iMessage = "Gambling promises the poor what property performs for the rich!";}break; case 10: {iMessage = "The most dangerous thing about gambling is winning!";}break; } iTTwager = iTWwager-iTLwager; if (iTTwager<0){sStatus = "Down"; iTTwager+=iTTwager*-2;} else if (iTTwager>0){sStatus = "Up";} else {sStatus = "Even";} PlaySound("gui_select"); string SpeakText = "\n====================\n"; SpeakText += "Betting Statistics"; SpeakText += "\n--------------------\n"; SpeakText += "\nCustomer: "; SpeakText += GetName(oPC); SpeakText += "\n\nBets Placed: "; SpeakText += IntToString(iPlaced); SpeakText += "\nTotal Winnings: "; SpeakText += IntToString(iTWwager); SpeakText += "\nTotal Losses: "; SpeakText += IntToString(iTLwager); SpeakText += "\n\nCurrent Standing: "; SpeakText += IntToString(iTTwager); SpeakText += " "; SpeakText += sStatus; SpeakText += "\n--------------------\n"; SpeakText += iMessage; SpeakString(SpeakText); } else { PlaySound("sim_cntresist"); FloatingTextStringOnCreature ("*** Not availible until the [Holy War] feature is unlocked ***", oPC); } }