NWNDS/nwnds_module/ms_name_inc.nss
Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

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////////////////////////////////////////////////////////////////////////////////
// //
// Markshire's Nomenclature //
// //
// By Thrym of Markshire 5/21/06 //
// //
////////////////////////////////////////////////////////////////////////////////
// //
// FUNCTION: //
// The Nomenclature is an include file placed in the spawn script //
// nw_c2_default9 designed to assign a name to a generic NPC who may //
// wander towns, roads, shops, etc. //
// //
// Utilizing both SetName and RandomName the system will name the NPC in //
// one of two ways ... //
// //
// "SET_NAME": By setting the variable "SET_NAME" on the NPC and //
// assigning it a string the creature will rename itself upon spawning. //
// This is handy for DM's and builders to create more precisely named //
// creatures for the palette and then generize them upon spawn. //
// //
// eg. Ancient White Dragon in the Creator becomes White Dragon on Spawn. //
// //
// "SET_NAME" = "RANDOM": By setting the same variable to the name "RANDOM" //
// the NPC then is given a random name generated by RACE and GENDER using //
// the RandomName function. //
// //
// eg. Male Dwarven Villager in the creator becomes Gloigan on spawn //
// this time and perhaps Rufus on the next spawned Villager. //
// //
// "NAME_TYPE": Setting this int variable to "1" will cause a Full Name //
// to be generated if the "SET_NAME" is set to "RANDOM". //
// //
// eg. Male Dwarven Villager becomes Gloigan Stonecutter or Rufus Mason. //
// //
////////////////////////////////////////////////////////////////////////////////
//void main (){}
///// FUNCTION DECLARATIONS ////////////////////////////////////////////////////
// Generates a Random First Name
// based on Race and Gender
// For all Standard PC Races and Animals
string ms_RandomFirstName(object oNPC = OBJECT_SELF);
// Generates a Random Last Name
// based on Race For all
// Standard PC Races and Animals
string ms_RandomLastName(object oNPC = OBJECT_SELF);
// Function designed to read the variable
// "SET_NAME" and assign a new name to the NPC
// If the variable is set to "RANDOM" a
// random name is assigned.
// A second variable can be assigned to
// have the random name be a random Full Name.
void ms_Nomenclature(object oNPC = OBJECT_SELF);
///// FUNCTIONS ////////////////////////////////////////////////////////////////
void ms_Nomenclature(object oNPC = OBJECT_SELF)
{
string sRandomName = GetLocalString(oNPC, "SET_NAME");
string sTitle = GetLocalString(oNPC, "TITLE");
string sPostfix = GetLocalString(oNPC, "POSTFIX");
if (sRandomName != "")
{
if (sRandomName == "RANDOM")
{
switch (GetLocalInt(oNPC, "NAME_TYPE"))
{
case 1: sRandomName = sTitle + " " + ms_RandomFirstName(oNPC) + " " + ms_RandomLastName(oNPC); break;
default: sRandomName = sTitle + " " + ms_RandomFirstName(oNPC); break;
}
}
SetName(oNPC, (sRandomName));
return;
}
}
string ms_RandomFirstName(object oNPC = OBJECT_SELF)
{
int Gender = GetGender(oNPC);
int Race = GetRacialType(oNPC);
string Name;
switch (Race)
{
case RACIAL_TYPE_ANIMAL: Name = RandomName(0); break;
case RACIAL_TYPE_DWARF:
switch (Gender)
{ default: Name = RandomName(2); break;
case GENDER_FEMALE: Name = RandomName(3); break; } break;
case RACIAL_TYPE_ELF:
switch (Gender)
{ default: Name = RandomName(5); break;
case GENDER_FEMALE: Name = RandomName(6); break; } break;
case RACIAL_TYPE_GNOME:
switch (Gender)
{ default: Name = RandomName(8); break;
case GENDER_FEMALE: Name = RandomName(9); break; } break;
case RACIAL_TYPE_HALFELF:
switch (Gender)
{ default: Name = RandomName(11); break;
case GENDER_FEMALE: Name = RandomName(12); break; } break;
case RACIAL_TYPE_HALFLING:
switch (Gender)
{ default: Name = RandomName(14); break;
case GENDER_FEMALE: Name = RandomName(15); break; } break;
case RACIAL_TYPE_HALFORC:
switch (Gender)
{ default: Name = RandomName(17); break;
case GENDER_FEMALE: Name = RandomName(18); break; } break;
case RACIAL_TYPE_HUMAN:
switch (Gender)
{ default: Name = RandomName(20); break;
case GENDER_FEMALE: Name = RandomName(21); break; } break;
default:
switch (Gender)
{ default: Name = RandomName(-1); break;
case GENDER_FEMALE: Name = RandomName(0); break; } break;
}
return Name;
}
string ms_RandomLastName(object oNPC = OBJECT_SELF)
{
int Race = GetRacialType(oNPC);
string Name;
switch (Race)
{
case RACIAL_TYPE_DWARF: Name = RandomName(4); break;
case RACIAL_TYPE_ELF: Name = RandomName(7); break;
case RACIAL_TYPE_GNOME: Name = RandomName(10); break;
case RACIAL_TYPE_HALFELF: Name = RandomName(13); break;
case RACIAL_TYPE_HALFLING: Name = RandomName(16); break;
case RACIAL_TYPE_HALFORC: Name = RandomName(19); break;
case RACIAL_TYPE_HUMAN: Name = RandomName(22); break;
default: Name = RandomName(1); break;
}
return Name;
}