//:://///////////////////////////////////////////// //:: swt_NPC_random //:: swt_NPC_random.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: Lysandius //:: Created On: 09-07-2002 //::////////////////////////////////////////////// void main() { //if(d3() == 1) { object oPC=GetLastSpeaker(); if (!GetIsPC(oPC)) { return; } object oMe=OBJECT_SELF; ClearAllActions(); AssignCommand(oPC,ClearAllActions()); AssignCommand(oPC,SetFacingPoint(GetPosition(oMe))); SetFacingPoint(GetPosition(oPC)); int nRandom=Random(6)+1; string sText; switch (nRandom) { case 1: sText="The Zhents destroyed half the town when they invaded, and then they destroyed half the remaning houses in revenge for the attack on their headquarters"; break; case 2: sText="The resistance is hiding out in the mage tower."; break; case 3: sText="A few of our leaders and militia managed to escape when the Zhentarim invaded."; break; case 4: sText="The Zhents turned the town hall into their headquarters, but it's severely damaged now."; break; case 5: sText="The barracks by the town hall have been taken over by the Zhentarim."; break; case 6: sText="Reinforcements are arriving all the time. My poor town may never know freedom again."; break; } int nDisguised=0; if (GetTag(GetItemInSlot(INVENTORY_SLOT_CHEST,oPC))=="jw_zhent_splint"||GetTag(GetItemInSlot(INVENTORY_SLOT_CHEST,oPC))=="jw_new_zh_robe") { nDisguised=1; } if (nDisguised==0) { if (GetTag(GetArea(OBJECT_SELF))=="jw_brighthaven_area") { switch (nRandom) { case 1: sText="*Greets you quietly and quickly turns away*"; break; case 2: sText="*Glances around nervously*"; break; case 3: sText="Ah, aye . . hail. I regret I cannot talk right now."; break; case 4: sText="What is there to talk about?!"; break; case 5: sText="*Glances at you and moves on*"; break; case 6: sText="*Pretends not to have seen you*"; break; } SpeakString(sText); ActionMoveAwayFromObject(oPC,FALSE,40.0); ActionRandomWalk(); } else { ActionSpeakString(sText,TALKVOLUME_WHISPER); } } else { ActionSpeakString("If there's anything I can do for you, I will"); } } }