Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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185
nwnds_module/_inc_battlecry_.nss
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185
nwnds_module/_inc_battlecry_.nss
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///////////////////////////////////
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// Carcerian's BattleCry Script //
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// "Evil Dead" Edition //
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///////////////////////////////////
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#include "NW_I0_GENERIC"
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const int BattleCryChance = 15;
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const int CombatCryChance = 20;
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const int DeathCryChance = 20;
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const int CustomUndeadChance = 50;
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const string COLOR_RED = "<c<> >";
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const string COLOR_DARK = "<cSSS>";
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const string COLOR_GREEN = "<c <20> >";
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const string COLOR_WHITE = "<c<><63><EFBFBD>>";
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const string COLOR_VIOLET = "<c<> <20>>";
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const string COLOR_YELLOW = "<c<><63> >";
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int HasSpoken()
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{
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if (GetLocalInt(OBJECT_SELF,"HASSPOKEN")) return 1;
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SetLocalInt(OBJECT_SELF,"HASSPOKEN",1);
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DelayCommand(IntToFloat(d10(4)),SetLocalInt(OBJECT_SELF,"HASSPOKEN",0));
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return 0;
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}
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void DoUndeadChatter()
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{
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string sMyTag = GetTag(OBJECT_SELF);
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if ((FindSubString(sMyTag,"SKEL")>-1)||(FindSubString(sMyTag,"MOHRG")>-1))
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{
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switch (d3()) // Skeletons
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{
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case 1 : ActionSpeakString(COLOR_WHITE+"I got a bone to pick with you!",TALKVOLUME_TALK); break;
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case 2 : ActionSpeakString(COLOR_WHITE+"Forward, you worthless bags of bones!",TALKVOLUME_TALK); break;
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case 3 : ActionSpeakString(COLOR_WHITE+"CHARGE!",TALKVOLUME_TALK); break;
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}
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}
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else if (FindSubString(sMyTag,"ZOMB")>-1)
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{
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if (Random(2)) ActionSpeakString(COLOR_GREEN+"Brains!",TALKVOLUME_TALK);
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else ActionSpeakString(COLOR_GREEN+"BRAINS!",TALKVOLUME_TALK);
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// "More brains!"
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}
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else if ((FindSubString(sMyTag,"GHOUL")>-1)||(FindSubString(sMyTag,"GHAST")>-1)
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||(FindSubString(sMyTag,"WIGHT")>-1))
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{
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switch (d4()) // Flesh Eaters
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{
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case 1 : ActionSpeakString(COLOR_GREEN+"I'll feast on your entrails!",TALKVOLUME_TALK); break;
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case 2 : ActionSpeakString(COLOR_GREEN+"FOOD!",TALKVOLUME_TALK); break;
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case 3 : ActionSpeakString(COLOR_GREEN+"Live ones!!",TALKVOLUME_TALK); break;
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case 4 : ActionSpeakString(COLOR_GREEN+"FLESSSSHHHH!!!",TALKVOLUME_TALK); break;
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}
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}
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else if ((FindSubString(sMyTag,"WRAITH")>-1)||(FindSubString(sMyTag,"ALLIP")>-1)
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||(FindSubString(sMyTag,"Bodak")>-1)||(FindSubString(sMyTag,"SHADOW")>-1)
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||(FindSubString(sMyTag,"SHFIEND")>-1)||(FindSubString(sMyTag,"SPECTRE")>-1))
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{
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switch (d4()) // Soul Eaters
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{
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case 1 : ActionSpeakString(COLOR_VIOLET+"I'll swallow your soul!",TALKVOLUME_TALK); break;
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case 2 : ActionSpeakString(COLOR_VIOLET+"Your soul will be mine!",TALKVOLUME_TALK); break;
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case 3 : ActionSpeakString(COLOR_VIOLET+"Mine!!!!",TALKVOLUME_TALK); break;
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case 4 : ActionSpeakString(COLOR_VIOLET+"The darkness calls for you...",TALKVOLUME_TALK); break;
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}
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}
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else switch (d6()) // Generic Undead
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{
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case 1 : ActionSpeakString(COLOR_RED+"I'll swallow your soul!",TALKVOLUME_TALK); break;
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case 2 : ActionSpeakString(COLOR_RED+"Blood and souls!",TALKVOLUME_TALK); break;
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case 3 : ActionSpeakString(COLOR_RED+"Joinnnn usssssssss!",TALKVOLUME_TALK); break;
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case 4 : ActionSpeakString(COLOR_RED+"For the Master!",TALKVOLUME_TALK); break;
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case 5 : ActionSpeakString(COLOR_RED+"For the Master!",TALKVOLUME_TALK); break;
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case 6 : ActionSpeakString(COLOR_RED+"One by one we will take you!",TALKVOLUME_TALK); break;
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}
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}
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// For use on perception
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void DoBattleCry()
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{ //if undead spotted "i see dead people!" "Dead ahead!"
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if (d100()<=BattleCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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{
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DoUndeadChatter();
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}
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else switch (d10())
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{
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case 1: PlayVoiceChat(VOICE_CHAT_ATTACK); break;
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case 2: PlayVoiceChat(VOICE_CHAT_BATTLECRY1); break;
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case 3: PlayVoiceChat(VOICE_CHAT_BATTLECRY2); break;
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case 4: PlayVoiceChat(VOICE_CHAT_BATTLECRY3); break;
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case 5: PlayVoiceChat(VOICE_CHAT_THREATEN); break;
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case 6: PlayVoiceChat(VOICE_CHAT_TAUNT); break;
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case 7: PlayVoiceChat(VOICE_CHAT_ENEMIES); break;
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case 8: PlayVoiceChat(VOICE_CHAT_CHEER); break;
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case 9: PlayVoiceChat(VOICE_CHAT_FOLLOWME); break;
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case 10: PlayVoiceChat(VOICE_CHAT_LOOKHERE); break;
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}
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}
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}
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//For End of Combat Round
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void DoCombatCry()
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{
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if (GetHasEffect(EFFECT_TYPE_FRIGHTENED))
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{
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if (d100()<=CombatCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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switch (d6()) //Turned undead :)
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{
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case 1 : ActionSpeakString(COLOR_YELLOW+"It Burns! It Burns!",TALKVOLUME_TALK); break;
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case 2 : ActionSpeakString(COLOR_YELLOW+"Cursed Light!",TALKVOLUME_TALK); break;
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case 3 : ActionSpeakString(COLOR_YELLOW+"Your faith is weak, I can feel your fear...",TALKVOLUME_TALK); break;
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case 4 : ActionSpeakString(COLOR_YELLOW+"AAAIIIEEE!!!",TALKVOLUME_TALK); break;
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case 5 : ActionSpeakString(COLOR_YELLOW+"NOOO!!!",TALKVOLUME_TALK); break;
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case 6 : ActionSpeakString(COLOR_YELLOW+"It Burns!",TALKVOLUME_TALK); break;
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}
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else switch (d6())
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{
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case 1: PlayVoiceChat(VOICE_CHAT_FLEE); break;
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case 2: PlayVoiceChat(VOICE_CHAT_HELP); break;
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case 3: PlayVoiceChat(VOICE_CHAT_GUARDME); break;
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case 4: PlayVoiceChat(VOICE_CHAT_CUSS); break;
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case 5: PlayVoiceChat(VOICE_CHAT_BADIDEA); break;
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case 6: PlayVoiceChat(VOICE_CHAT_NEARDEATH); break;
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}
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}
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}
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else
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{
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if (d100()<=CombatCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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switch (d6())
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{
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DoUndeadChatter();
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}
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else switch (d6())
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{
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case 1: PlayVoiceChat(VOICE_CHAT_BATTLECRY1); break;
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case 2: PlayVoiceChat(VOICE_CHAT_BATTLECRY2); break;
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case 3: PlayVoiceChat(VOICE_CHAT_BATTLECRY3); break;
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case 4: PlayVoiceChat(VOICE_CHAT_LAUGH); break;
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case 5: PlayVoiceChat(VOICE_CHAT_TAUNT); break;
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case 6: PlayVoiceChat(VOICE_CHAT_THREATEN); break;
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}
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}
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}
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}
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//For Creature Death
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void DoDeathCry()
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{
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if (d100()<=DeathCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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switch (d6())
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{
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case 1 : ActionSpeakString(COLOR_RED+"Dead by dawn! Dead by dawn!",TALKVOLUME_TALK); break;
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case 2 : ActionSpeakString(COLOR_RED+"Death is only the beginning!",TALKVOLUME_TALK); break;
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case 3 : ActionSpeakString(COLOR_RED+"Darkness take me...",TALKVOLUME_TALK); break;
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case 4 : ActionSpeakString(COLOR_RED+"Free at last...",TALKVOLUME_TALK); break;
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case 5 : ActionSpeakString(COLOR_RED+"Time to die...",TALKVOLUME_TALK); break;
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case 6 : ActionSpeakString(COLOR_RED+"Thank you...",TALKVOLUME_TALK); break;
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} // "No more tears..."
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else switch (d6())
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{
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case 1: PlayVoiceChat(VOICE_CHAT_CUSS); break;
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case 2: PlayVoiceChat(VOICE_CHAT_DEATH); break;
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case 3: PlayVoiceChat(VOICE_CHAT_NEARDEATH); break;
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case 4: PlayVoiceChat(VOICE_CHAT_GOODBYE); break;
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case 5: PlayVoiceChat(VOICE_CHAT_LAUGH); break;
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case 6: PlayVoiceChat(VOICE_CHAT_HEALME); break;
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}
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}
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}
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//void main (){}
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