65 lines
4.5 KiB
Plaintext
65 lines
4.5 KiB
Plaintext
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void main()
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{
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object oPC = GetEnteringObject();
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object oNPC = GetNearestObjectByTag("TownWatch1", OBJECT_SELF);
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if (!GetIsPC(oPC)){return;}
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if (GetIsPC(oPC)&& GetHitDice(oPC)>0 && GetHitDice(oPC) < 2 ){
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AssignCommand(oNPC, ActionSpeakString("Welcome to Ascension. This realms magic is slightly different from other realms. Read the signs. The rules are enforced. Ignorance is no excuse."));
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}
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if (GetIsPC(oPC)&& GetHitDice(oPC)>1 && GetHitDice(oPC) < 3 && d6() <3 ){
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switch (d6()){
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case 1: AssignCommand(oNPC, ActionSpeakString("Young adventurers should try the Tavern Cellar, or the town cemetery at night.")); break;
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case 2: AssignCommand(oNPC, ActionSpeakString("Once you have dirtied your hands, try the areas to the west of town.")); break;
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case 3: AssignCommand(oNPC, ActionSpeakString("If you get a chance, clear out some of the Goblins north of here.")); break;
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case 4: AssignCommand(oNPC, ActionSpeakString("To the west just past a cave you should look out for Kobolds.")); break;
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case 5: AssignCommand(oNPC, ActionSpeakString("There used to be pirates in an undergound cove west of here. Some say thier bones still walk.")); break;
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case 6: AssignCommand(oNPC, ActionSpeakString("Some say there are Orcs and Bandits west of town. Aren't they pretty much the same thing?")); break; }
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}
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if (GetIsPC(oPC)&& GetHitDice(oPC)>3 && GetHitDice(oPC) < 6 && d6() <3 ){
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switch (d6()){
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case 1: AssignCommand(oNPC, ActionSpeakString("The Swamp of Decay is more like a road recently with all the traffic out there..")); break;
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case 2: AssignCommand(oNPC, ActionSpeakString("We haven't located it, but we know there is a Bugbear Stronghold of some sort near the swamp.")); break;
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case 3: AssignCommand(oNPC, ActionSpeakString("Goblins, lots of them, have a camp to the north, but we can't find them.")); break;
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case 4: AssignCommand(oNPC, ActionSpeakString("Some farmers found a Goblin Key and went searching for the nasty critters, but none returned.")); break;
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case 5: AssignCommand(oNPC, ActionSpeakString("Theres a wizard lives north of town who knows a lot about Goblins.")); break;
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case 6: AssignCommand(oNPC, ActionSpeakString("You know whats worse than Goblins? Hobgoblins!")); break; }
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}
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if (GetIsPC(oPC)&& GetHitDice(oPC)>6 && GetHitDice(oPC) < 12 && d6() <3){
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switch (d4()){
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case 1: AssignCommand(oNPC, ActionSpeakString("There is a forest famous for being difficult to find your way out of.")); break;
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case 2: AssignCommand(oNPC, ActionSpeakString("Anduins Temple Ruins still stand north of chasm in the Swamp of Decay.")); break;
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case 3: AssignCommand(oNPC, ActionSpeakString("The parts of Anduins Staff are supposedly in some strange forest.")); break;
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case 4: AssignCommand(oNPC, ActionSpeakString("Hazel lives west of the Ogres, and knows everything about Anduins Staff .")); break;
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}
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}
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if (GetIsPC(oPC)&& GetHitDice(oPC)>13 && GetHitDice(oPC) < 16 && d6() <3){
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switch (d6()){
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case 1: AssignCommand(oNPC, ActionSpeakString("Anduins Staff might reveal a way into his temple.")); break;
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case 2: AssignCommand(oNPC, ActionSpeakString("Folks say the old priests who served Anduin are damned to living death forever.")); break;
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case 3: AssignCommand(oNPC, ActionSpeakString("I think you use the magic fountain by the tavern to get to Anduins Temple Ruins.")); break;
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case 4: AssignCommand(oNPC, ActionSpeakString("There are Giants to the west of Anduins Temple Ruins, and Renders to the west.")); break;
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case 5: AssignCommand(oNPC, ActionSpeakString("Can you believe there are some Giants with control over a Dragon!!!")); break;
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case 6: AssignCommand(oNPC, ActionSpeakString("Anduins Catacombs supposedly lead eventualy to the underdark.")); break;
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}
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}
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if (GetIsPC(oPC)&& GetHitDice(oPC)>15 && GetHitDice(oPC) < 18 && d6() <3){
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switch (d6()){
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case 1: AssignCommand(oNPC, ActionSpeakString("Drow War Parties often attack small groups under Anduins Temple.")); break;
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case 2: AssignCommand(oNPC, ActionSpeakString("Archemlis is a coward and will run if he feels he is outmatched.")); break;
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case 3: AssignCommand(oNPC, ActionSpeakString("Archemlis likes to use ambushes, complete with traps, to overwhelm his victim.")); break;
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case 4: AssignCommand(oNPC, ActionSpeakString("Small parties have been ambushed recently by Drow War parties under Anduins Temple.")); break;
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case 5: AssignCommand(oNPC, ActionSpeakString("Rumour says Archemlis actualy gets paid to kill intruders of the underdark.")); break;
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case 6: AssignCommand(oNPC, ActionSpeakString("Archemlis is a human, but a traitor for making a pact with the Drow.")); break;
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}
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}
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}
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