#include "onpercept_dark" void main() { object oPC = GetLastSpeaker(); object oMod = GetModule(); int iDice; int iRate; int iStatus; int iChamp; string sPossChamp; float oDelay = 4.0; float oDelay2 = 4.2; int iModCount; int iNPCduel, iNPCduel2; int iWinnings = GetLocalInt(oPC, "winnings"); int iConvSwitch; int iJoin; iRate = GetLocalInt(oPC, "pc_HWswing"); iStatus = GetLocalInt(oMod, "war_won"); iChamp = GetLocalInt(oPC, "champ_won"); iModCount = GetLocalInt(oMod, "champ_count"); sPossChamp = GetResRef(OBJECT_SELF)+"_ch"; iNPCduel = GetLocalInt(oPC, "npc_duel"); iNPCduel2 = GetLocalInt(oPC, "npc_duel2"); iConvSwitch = GetLocalInt(oPC, "conv_switch"); iJoin = GetLocalInt(oPC, "join_switch"); if ((iNPCduel==1)||(iNPCduel2==1)||(iConvSwitch==1)) { SetLocalInt(oPC, "iHappy", 1); } //FloatingTextStringOnCreature(GetName(oPC), oPC); //FloatingTextStringOnCreature(IntToString(iStatus), oPC); //FloatingTextStringOnCreature(IntToString(iRate), oPC); //FloatingTextStringOnCreature(IntToString(iChamp), oPC); AssignCommand(OBJECT_SELF, SetFacingObject(oPC)); if (iStatus==1) { if (GetLocalInt(oMod,sPossChamp)==iModCount) { AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, ActionPlayAnimation (ANIMATION_FIREFORGET_BOW)); if (iNPCduel2==1) { iDice = d8(); switch (iDice) { case 1: {AssignCommand(oPC,SpeakString("Congratulations champion. You really showed em!"));}break; case 2: {AssignCommand(oPC,SpeakString("You fought very well indeed. Congratulations champion!"));}break; case 3: {AssignCommand(oPC,SpeakString("Well done! You've won me a nice pile of gold!"));}break; case 4: {AssignCommand(oPC,SpeakString("Great work! I knew I could count on you!"));}break; case 5: {AssignCommand(oPC,SpeakString("Your prowess is truly formidible! Well done, champion"));}break; case 6: {AssignCommand(oPC,SpeakString("You cut your opponent up like a piece of rotten fruit!"));}break; case 7: {AssignCommand(oPC,SpeakString("Great work! Tonight I eat like a King because of you!"));}break; case 8: {AssignCommand(oPC,SpeakString("I hope to someday fight like you, champion!"));}break; } switch (iDice) { case 1: {DelayCommand(oDelay, SpeakString("Yeah!!! Bring it on!!!"));}break; case 2: {DelayCommand(oDelay, SpeakString("Thankyou! I must say, It's always good to see my opponents hit the canvas!"));}break; case 3: {DelayCommand(oDelay, SpeakString("Such is a gladiator's life! Can't say I mind though!"));}break; case 4: {DelayCommand(oDelay, SpeakString("Well don't go counting on me too much! You never know when I'll have to go up against a real badass!"));}break; case 5: {DelayCommand(oDelay, SpeakString("I was merely sharpening my teeth on them! You haven't seen nothing yet!"));}break; case 6: {DelayCommand(oDelay, SpeakString("Yes I did! And I can still smell the reeking stench!"));}break; case 7: {DelayCommand(oDelay, SpeakString("If it had gone bad, I might've been eating like a cripple tonight! How do you feel about that?"));}break; case 8: {DelayCommand(oDelay, SpeakString("Fight? I prefer to call it dismemberment...destruction...devastation...RaaAAAGGHHHHH!!!"));}break; } DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ClearAllActions())); DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ActionPlayAnimation (ANIMATION_FIREFORGET_VICTORY2))); } else { iDice = d8(); switch (iDice) { case 1: {AssignCommand(oPC,SpeakString("Congratulations champion. You truly are a dark master!"));}break; case 2: {AssignCommand(oPC,SpeakString("You fought like a demon. Congratulations champion!"));}break; case 3: {AssignCommand(oPC,SpeakString("You struck fear into those fools with your demonic rage!"));}break; case 4: {AssignCommand(oPC,SpeakString("I bow to you oh lord of destruction!"));}break; case 5: {AssignCommand(oPC,SpeakString("Your prowess is truly formidible! Well done, dark champion"));}break; case 6: {AssignCommand(oPC,SpeakString("You cut them up like pieces of rotten fruit!"));}break; case 7: {AssignCommand(oPC,SpeakString("Wo....You were like...Awesome duuude!"));}break; case 8: {AssignCommand(oPC,SpeakString("I hope to someday fight like you, champion!"));}break; } switch (iDice) { case 1: {DelayCommand(oDelay, SpeakString("Yes I am aren't I! ALL BOW TO ME!"));}break; case 2: {DelayCommand(oDelay, SpeakString("Yes, well my mother is a demon! So that may explain it!"));}break; case 3: {DelayCommand(oDelay, SpeakString("I wish I could tear their goody goody hearts out all over again!"));}break; case 4: {DelayCommand(oDelay, SpeakString("Bow and don't come up for air, transmigrant! You have much to prove before you become a true dark warrior!"));}break; case 5: {DelayCommand(oDelay, SpeakString("I was merely sharpening my teeth on them! You haven't seen nothing yet!"));}break; case 6: {DelayCommand(oDelay, SpeakString("Yes I did! And I can still smell their reeking holy stench!"));}break; case 7: {DelayCommand(oDelay, SpeakString("A dude is a camel's cod-piece! You callin me a cod-piece?...Why I aughta...!!!"));}break; case 8: {DelayCommand(oDelay, SpeakString("Fight? I prefer to call it dismemberment...destruction...devastation...RaaAAAGGHHHHH!!!"));}break; } DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ClearAllActions())); DelayCommand(oDelay2, AssignCommand(OBJECT_SELF, ActionPlayAnimation (ANIMATION_FIREFORGET_VICTORY2))); } } else if (iChamp==1) { AssignCommand(OBJECT_SELF, ClearAllActions()); AssignCommand(OBJECT_SELF, ActionPlayAnimation (ANIMATION_FIREFORGET_BOW)); iDice = d8(); switch (iDice) { case 1: {SpeakString("Congratulations champion. It was a pleasure to watch you dismember those holy fools!");}break; case 2: {SpeakString("You fight like a demon prince!!!");}break; case 3: {SpeakString("Your allegeance was a dark blessing indeed! Congratulations heretic champion");}break; case 4: {SpeakString("The dark gods were with you today, warrior. Your fought with might untold of for mortals!");}break; case 5: {SpeakString("You have proven yourself worthy, mortal!");}break; case 6: {SpeakString("A mortal, champion? I would have had to see it to believe it. Well done, dark stranger!");}break; case 7: {SpeakString("Those holy do-gooders never saw you comming! Ha haaa! Hail to you, dark champion!");}break; case 8: {SpeakString("You wield your weapon like a demon god! Congratulations champion of darkness!");}break; } } else if (iConvSwitch==1) { if (iJoin==1) { iDice = d4(); switch (iDice) { case 1: {SpeakString("We really didn't need your help, fool! You've done your dough now, haven't you!");}break; case 2: {SpeakString("Now that was daft wasn't it? Do you have cash to burn?");}break; case 3: {SpeakString("Why don't you just donate to Death! It'll save us having to waste our time on bet breachers!");}break; case 4: {SpeakString("Next time you might want to consider the fact that you forfeit your gold if you join the fight!");}break; } } else { iDice = d4(); switch (iDice) { case 1: {SpeakString("You'd be silly to bet on those other fools!");}break; case 2: {SpeakString("Always bet on Dark!");}break; case 3: {SpeakString("Where's my cut eh?!");}break; case 4: {SpeakString("We really should get paid for this gladiator business!");}break; } } } else if (iRate<=9) { PercieveDark(oPC); return; } else if ((iRate>9)&&(iRate<20)) { iDice = d8(); switch (iDice) { case 1: {SpeakString("What a weak effort!");}break; case 2: {SpeakString("Didn't want to get your hands dirty eh?");}break; case 3: {SpeakString("Pfft! Call yourself a warrior!!!");}break; case 4: {SpeakString("Join those holy fools next time! Don't waste our time!!");}break; case 5: {SpeakString("Spectators have no place in a war!");}break; case 6: {SpeakString("Don't even talk to me, you bludger!!");}break; case 7: {SpeakString("Which team were you on anyway? Hard to tell with that paltry effort!");}break; case 8: {SpeakString("I aughta cut you down where you stand!!! You're lucky I am tired!");}break; } } else if ((iRate>20)&&(iRate<51)) { iDice = d8(); switch (iDice) { case 1: {SpeakString("You can't just come and go as you please! Once you start a battle, you must commit!");}break; case 2: {SpeakString("Oh I see! You prefer to fight HALF battles!!!");}break; case 3: {SpeakString("Did you decide to take a break and catch up on your reading?");}break; case 4: {SpeakString("Didn't you eat your wheaties today?");}break; case 5: {SpeakString("Nice start...useless finish!!!");}break; case 6: {SpeakString("Don't bother to join us unless you are prepared to swing your weapon!");}break; case 7: {SpeakString("You could have at least video taped the end...after you decided to stop fighting! I would have like to have seen myself decimating those holy fools!");}break; case 8: {SpeakString("Pfft! You give your allegeance in only HALF-measures do you?");}break; } } else if ((iRate>50)&&(iRate<81)) { iDice = d8(); switch (iDice) { case 1: {SpeakString("You were great at the beginning! What happened");}break; case 2: {SpeakString("Oh I see, kill all the easy ones then let us finish the job!");}break; case 3: {SpeakString("Tyriel scare you did he?");}break; case 4: {SpeakString("Next time try finishing the job! I almost lost an arm to that Thor character because of your complacency!");}break; case 5: {SpeakString("Even if you can't hit them, you can divert their attention from those of us who can!!!");}break; case 6: {SpeakString("It's all well and good to heal those in need, but it might help to remove the cause rather than treating the effect!");}break; case 7: {SpeakString("Those last few angels were tough...Say!!! Where did you get to?");}break; case 8: {SpeakString("Complacency is for the weak. Next time use your hatred to finish the battle!");}break; } } else if (iRate>80) { iDice = d8(); switch (iDice) { case 1: {SpeakString("Your prowess helped us triumph over good! Thankyou dark stranger!");}break; case 2: {SpeakString("After that Thor fool died, it was all downhill!");}break; case 3: {SpeakString("You fought with a madman's ferver. Thank you for your allegiance, black warrior!");}break; case 4: {SpeakString("Your allegeance didn't waver throughout the whole battle! Thankyou dark warrior!");}break; case 5: {SpeakString("Your depravity and brutality will not be forgotten! Well done friend of evil!");}break; case 6: {SpeakString("I think you saved me from that holy archer! My thanks to you, dark brother!");}break; case 7: {SpeakString("Tyriel almost had me! Thanks to you I lived to see his face when he died! It was....beautiful...*sob*");}break; case 8: {SpeakString("You may join us anyday, mysterious and powerful ally!");}break; } } } else { iDice = d8(); switch (iDice) { case 1: {SpeakString("Save your words for after the battle!");}break; case 2: {SpeakString("Less talking and more action! There is a battle going on here, you know!");}break; case 3: {SpeakString("This isn't a social club! Back to the fight!!!");}break; case 4: {SpeakString("Can't chat now,I got angels to torture!");}break; case 5: {SpeakString("Shall we? But save me the pretty one. I'm gonna kill her slowly!");}break; case 6: {SpeakString("Have you seen my arm? I'm sure it flew this way...that blasted Shogun!!!!");}break; case 7: {SpeakString("To the fight, ally! What are you waiting for?");}break; case 8: {SpeakString("Quick duck.....whew that was close! You take that archer, I'll go for that hammer wielding fool, Thor!");}break; } } }