void main() { object attacker = GetLastAttacker(); object weapon = GetLastWeaponUsed(attacker); int hp =GetCurrentHitPoints(); if (GetWeaponRanged(weapon)== FALSE){ AssignCommand(OBJECT_SELF,ActionSpeakString("Bah! Go beat on a Combat Dummy, silly!")); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(1000),OBJECT_SELF); return;} if (hp >= 1000){ switch (d4()) { case 1: SpeakString("You missed? Hahahahahaha!"); break; case 2: SpeakString("Remember, your trying to hit ME, not YOU...."); break; case 3: SpeakString("Did you fall and hurt yourself?"); break; case 4: SpeakString("Oh my, did I hurt you?"); break; } } if ((hp <= 999)&&(hp >= 996)){ switch (d4()) { case 1: SpeakString("Hahaha eheh aha errrr, what was that?"); break; case 2: SpeakString("Maybe you should think about selling shoes for a living..."); break; case 3: SpeakString("Have you thought about taking piano lessons?"); break; case 4: SpeakString("Put that thing down before you hurt yourself!"); break; } } if ((hp <= 995) && (hp >= 990)){ switch (d4()) { case 1: SpeakString("Heh, that tickles."); break; case 2: SpeakString("Don't quit your day job."); break; case 3: SpeakString("That was kinda weak."); break; case 4: SpeakString("Did you forget to practice today?"); break; } } if ((hp <=989) && hp >= 980){ switch (d4()) { case 1: SpeakString("Did you just hit me?"); break; case 2: SpeakString("Hey! I felt that!"); break; case 3: SpeakString("Wow, you actualy hit me!"); break; case 4: SpeakString("You could use some improvement."); break; } } if ((hp <=979) && hp >= 950){ switch (d4()) { case 1: SpeakString("OUCH!"); break; case 2: SpeakString("Hey, that hurt!"); break; case 3: SpeakString("That was unpleasant of you...."); break; case 4: SpeakString("Nice one!"); break; } } if ((hp <=949) && hp >= 900){ switch (d4()) { case 1: SpeakString("YOWSERS!!!!"); break; case 2: SpeakString("I think I'm broken!"); break; case 3: SpeakString("Holy Cow that hurt!"); break; case 4: SpeakString("Well Done!"); break; } } if ((hp <=899) && hp >= 800){ switch (d4()) { case 1: SpeakString("Geez, you think you hit me enough yet?!!!!"); break; case 2: SpeakString("MEDIC!"); break; case 3: SpeakString("UNBELIEVABLE!"); break; case 4: SpeakString("OUTSTANDING!"); break; } } if ((hp <=799) && hp >= 600){ switch (d4()) { case 1: SpeakString("What the.... How many of you are there?"); break; case 2: SpeakString("I have never seen that done before!!!!"); break; case 3: SpeakString("Someone get the DM, this guy is cheating!!!"); break; case 4: SpeakString("Could you put my bullseye back on please?"); break; } } if ((hp <=600)){ SpeakString("Ok DungeonMaster, you can stop messin around now...."); } DelayCommand(0.4, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(1000),OBJECT_SELF)); DelayCommand(1.0, AssignCommand(OBJECT_SELF, ClearAllActions(TRUE))); }