Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
105 lines
2.7 KiB
Plaintext
105 lines
2.7 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: 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");
|
|
}
|
|
|
|
}
|
|
}
|
|
|