#include "onpercept_dark" void PercieveLight(object oPC) { object oMod = GetModule(); object oTeam2; int iDice; int iDice2; int iRate; int iStatus; int iTCount=0; float oDelay1 = 0.2; // First Animation after first line float oDelay2 = 4.0; // PC reaction speach float oDelay3 = 10.0; // NPC Attack cry speech float oDelay4 = 2.0; // All NPCs face PC float oDelay5 = 14.0; // Team war cries float oDelay6 = 18.0; // Team attacks int iModCount; int iFireFlag; object oPC2 = GetFirstPC(); iRate = GetLocalInt(oPC, "pc_HWswing"); iStatus = GetLocalInt(oMod, "war_won"); //FloatingTextStringOnCreature(GetName(oPC), oPC2); //FloatingTextStringOnCreature(IntToString(iStatus), oPC2); //FloatingTextStringOnCreature(IntToString(iRate), oPC2); // Set flag to indicate that allies have turned on the PC SetLocalInt(oMod, "turn_flag", 1); oTeam2 = GetFirstFactionMember(OBJECT_SELF, FALSE); while (GetIsObjectValid(oTeam2)) { if (!GetIsDead(oTeam2)) { ++iTCount; } oTeam2 = GetNextFactionMember(OBJECT_SELF, FALSE); } iDice = d8(); switch (iDice) { case 1: {SpeakString("Where is your honour? You join us but you don't fight!!!");}break; case 2: {SpeakString("Idle hands are lucifer's tools!");}break; case 3: {SpeakString("You have dishonoured yourself!!!");}break; case 4: {SpeakString("Join those Dark fools next time! Don't waste our time!!");}break; case 5: {SpeakString("You must be punished for your herecy!");}break; case 6: {SpeakString("Death comes to ye who saves only yourself!!");}break; case 7: {SpeakString("What wretched soul would abandon us like that?");}break; case 8: {SpeakString("You have betrayed the fellowship of light!");}break; } if ((GetResRef(OBJECT_SELF)!="beli2")&& (GetResRef(OBJECT_SELF)!="dragon2")&& (GetResRef(OBJECT_SELF)!="boss002")&&(GetResRef(OBJECT_SELF)!="hdrag2")) { DelayCommand(oDelay1, AssignCommand(OBJECT_SELF, ActionPlayAnimation (ANIMATION_LOOPING_TALK_FORCEFUL, 1.0f, 5.0f))); } else { DelayCommand(oDelay1, AssignCommand(OBJECT_SELF, ActionPlayAnimation (ANIMATION_FIREFORGET_TAUNT))); } iDice = d8(); switch (iDice) { case 1: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("You are guys of light right?....you know, forgiveness and all that?.......?!")));}break; case 2: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("*Gulp*")));}break; case 3: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("Holy crap!!!")));}break; case 4: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("I will repent....just listen to my prayers....please....?")));}break; case 5: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("um...can I offer you some gold perhaps....?!")));}break; case 6: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("ah...my...um...mobile phone rang?...It was my mother.....mummy? *Gulp*")));}break; case 7: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("aww c'mon guys.....let me off will ya?")));}break; case 8: {DelayCommand(oDelay2, AssignCommand(oPC, ActionSpeakString("Well you never answered my prayers anyway!!!!")));}break; } oDelay2+=0.2; DelayCommand(oDelay2, AssignCommand(oPC, ActionPlayAnimation (ANIMATION_LOOPING_TALK_PLEADING, 1.0f, 5.0f))); if (iTCount>1) { iDice = d10(); switch (iDice) { case 1: {DelayCommand(oDelay3, SpeakString("Attaaaaack the heretic!")); ;}break; case 2: {DelayCommand(oDelay3, SpeakString("Kill the imposter!")); ;}break; case 3: {DelayCommand(oDelay3, SpeakString("Stop the heretic!")); ;}break; case 4: {DelayCommand(oDelay3, SpeakString("EEExcercise the Deeeeemons!")); ;}break; case 5: {DelayCommand(oDelay3, SpeakString("In the name of the father...I kill you!")); ;}break; case 6: {DelayCommand(oDelay3, SpeakString("You must be put to death for your blasphemy!")); ;}break; case 7: {DelayCommand(oDelay3, SpeakString("Too late for prayers now, heretic!")); ;}break; case 8: {DelayCommand(oDelay3, SpeakString("We will wash away your sins...with your blood!!!")); ;}break; case 9: {DelayCommand(oDelay3, SpeakString("Don't let the heretic escape!")); ;}break; case 10: {DelayCommand(oDelay3, SpeakString("Quick, the heretic is heading for the terminator!!!")); ;}break; } } else { iDice = d10(); switch (iDice) { case 1: {DelayCommand(oDelay3, SpeakString("I will now cleanse your black soul!")); ;}break; case 2: {DelayCommand(oDelay3, SpeakString("Time to meet my boss upstairs!")); ;}break; case 3: {DelayCommand(oDelay3, SpeakString("Now you must die!")); ;}break; case 4: {DelayCommand(oDelay3, SpeakString("I will now deliver your penance!")); ;}break; case 5: {DelayCommand(oDelay3, SpeakString("I now absolve you....of your life!!!")); ;}break; case 6: {DelayCommand(oDelay3, SpeakString("Your blood must be spilled!")); ;}break; case 7: {DelayCommand(oDelay3, SpeakString("This battlefield shall be desicrated with your blood!")); ;}break; case 8: {DelayCommand(oDelay3, SpeakString("For your sin you must die!")); ;}break; case 9: {DelayCommand(oDelay3, SpeakString("I shall destroy the sinner, Father! *looks up to the heavens")); ;}break; case 10: {DelayCommand(oDelay3, SpeakString("You must be relieved of your tainted soul!!!")); ;}break; } } DelayCommand(oDelay4, AllFacePC(oPC)); DelayCommand(oDelay5, TeamSpeak()); DelayCommand(oDelay6, AttackPlayer(oPC)); } //void main() {}