public override void OnDoubleClick( Mobile from ) { BaseCreature squi = new Squire(); if ( !IsChildOf( from.Backpack ) ) { from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. squi.Delete(); } else if ( from.FollowersMax - from.Followers < 5 ) { from.SendMessage( "You have too many followers to have a squire at the moment." ); squi.Delete(); } else { squi.Controlled = true; squi.ControlMaster = from; squi.ControlOrder = OrderType.Follow; squi.ControlTarget = from; squi.Direction = from.Direction & Direction.Mask; squi.MoveToWorld( from.Location, from.Map ); from.SendMessage( squi.Name + " has arrived, meet your new squire!" ); this.Delete(); } }
public static void DoOnTarget(Mobile from, object o, Squire squire) { EtherealMount ethy = o as EtherealMount; if (null != ethy) { if (null != ethy.Rider) from.SendMessage("This ethereal mount is already in use by someone else."); else if (!ethy.IsChildOf(from.Backpack)) from.SendMessage("The ethereal mount must be in your pack for you to use it."); else ethy.Rider = squire; } else { BaseMount mount = o as BaseMount; if (null == mount) from.SendMessage("That is not a mount."); else if (null != mount.Rider) from.SendMessage("This mount is already in use by someone else."); else if (mount.ControlMaster != from) from.SendMessage("You do not own this mount."); else mount.Rider = squire; } }
public CarrierPigeon( Squire s ) { m_KillTheSquire = true; squire = s; Name = ( "Carrier Pigeon: " + s.Name ); Weight = 3; Hue = 1001; ItemID = 0x211D; LootType = LootType.Blessed; }
public static void DoOnTarget(Mobile from, object o, Squire squire) { if (DateTime.Now > squire.m_Delay) { if (o is BaseCreature) { BaseCreature wounded = ((BaseCreature)o); if (wounded.Hidden == false) { if (squire.InRange(wounded, Bandage.Range)) //Changed 1.8, from a range of 2 to call upon Bandage's Range for friendliness with PreAOS servers. { if (wounded.Alive == true && wounded.Poisoned) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (wounded.Body == 0x191 || wounded.Body == 0x190 || wounded.Body == 0x25D || wounded.Body == 0x25E) { if (squire.Skills.Healing.Value >= 60.0 && squire.Skills.Anatomy.Value >= 60.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCuresHumanoid, wounded, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } else { if (squire.Skills.Veterinary.Value >= 60.0 && squire.Skills.AnimalLore.Value >= 60.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCuresAnimal, wounded, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } } else if (wounded.Alive == true && wounded.Hits < wounded.HitsMax - 5) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireHealsWounded, wounded, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } else if (wounded.Alive == false) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (wounded.Body == 0x191 || wounded.Body == 0x190 || wounded.Body == 0x25D || wounded.Body == 0x25E) { if (squire.Skills.Healing.Value >= 80.0 && squire.Skills.Anatomy.Value >= 80.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireRezsHumanoid, wounded, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(9); } } else { if (squire.Skills.Veterinary.Value >= 80.0 && squire.Skills.AnimalLore.Value >= 80.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireRezsAnimal, wounded, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(9); } } } else if (wounded.Alive == false && squire.Skills.Healing.Value >= 79.9 && squire.Skills.Anatomy.Value <= 79.9) { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantRez, wounded, null); } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedIsNotHurtEnough, wounded, null); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedOutOfRange, wounded, null); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedInvisible, null, null); } } } else if (o is PlayerMobile) { PlayerMobile wounded = ((PlayerMobile)o); if (wounded == squire.ControlMaster && squire.Controlled == true && squire.ControlMaster != null) { if (wounded.Hidden == false) { if (squire.InRange(wounded, Bandage.Range)) { if (wounded.Alive == true && wounded.Poisoned) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (squire.Skills.Healing.Value >= 60.0 && squire.Skills.Anatomy.Value >= 60.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCuresMaster, null, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } else if (wounded.Alive == true && wounded.Hits < wounded.HitsMax - 5) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireHealsMaster, null, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } else if (wounded.Alive == false) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (squire.Skills.Healing.Value >= 80.0 && squire.Skills.Anatomy.Value >= 80.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireRezsMaster, null, null); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(9); } } else if (wounded.Alive == false && squire.Skills.Healing.Value >= 79.9 && squire.Skills.Anatomy.Value <= 79.9) { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantRezPlayer, null, wounded); } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedPlayerIsNotHurtEnough, null, wounded); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedPlayerOutOfRange, null, wounded); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedInvisible, null, null); } } } else if (wounded.Hidden == false) { if (squire.InRange(wounded, Bandage.Range)) { if (wounded.Alive == true && wounded.Poisoned) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (squire.Skills.Healing.Value >= 60.0 && squire.Skills.Anatomy.Value >= 60.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCuresPlayer, null, wounded); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } else if (wounded.Alive == true && wounded.Hits < wounded.HitsMax - 5) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireHealsPlayer, null, wounded); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(4); } } else if (wounded.Alive == false) { Item item = squire.Backpack.FindItemByType(typeof(Bandage)); if (squire.Skills.Healing.Value >= 80.0 && squire.Skills.Anatomy.Value >= 80.0 && null != item && null != BandageContext.BeginHeal(squire, wounded)) { item.Consume(1); squire.RevealingAction(); if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireRezsPlayer, null, wounded); } squire.m_Delay = DateTime.Now + TimeSpan.FromSeconds(9); } } else if (wounded.Alive == false && squire.Skills.Healing.Value >= 79.9 && squire.Skills.Anatomy.Value <= 79.9) { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantRezPlayer, null, wounded); } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedPlayerIsNotHurtEnough, null, wounded); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedPlayerOutOfRange, null, wounded); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.WoundedInvisible, null, wounded); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.HealingTargetNotCreature, null, null); } } } else { if (squire.m_SquireBeQuiet == false) { squire.Say("Sorry, I'm still finishing healing my current target..."); } } }
public static void DoOnTarget(Mobile from, object o, Squire squire) { if (o is RecallRune || o is Runebook || (o is Key && ((Key)o).KeyValue != 0 && ((Key)o).Link is BaseBoat) || (o is HouseRaffleDeed && ((HouseRaffleDeed)o).ValidLocation())) { if (squire.Target != null) { squire.Target.Invoke(squire, o); } } else { from.SendMessage("They cannot travel from this."); } }
public SquireRemoveCurseDelayTimer(Squire squire, Mobile from, TimeSpan delay) : base(delay) { m_Squire = squire; m_From = from; m_DelayTime = delay; Priority = TimerPriority.TwentyFiveMS; }
public SquirePoisonTimer(Squire squire, Mobile from, Item target, BasePoisonPotion potion) : base(TimeSpan.FromSeconds(2.0)) { m_Squire = squire; m_From = from; m_Target = target; m_Poison = potion.Poison; m_MinSkill = potion.MinPoisoningSkill; m_MaxSkill = potion.MaxPoisoningSkill; Priority = TimerPriority.TwoFiftyMS; }
public SquireDiscordanceTarget(Mobile from, Squire squire, BaseInstrument inst) : base(BaseInstrument.GetBardRange(squire, SkillName.Discordance), false, TargetFlags.None) { m_Instrument = inst; m_Squire = squire; }
private static void GoToRoom( Squire squire ) { squire.SetControlMaster( null ); squire.SummonMaster = null; squire.Internalize(); squire.Controlled = true; }
public ProvokeTargetOne(Mobile from, Squire squire, BaseInstrument instrument) : base(BaseInstrument.GetBardRange(squire, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; m_Squire = squire; if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.BeginProvoking, null, null); } }
public ProvokeTargetTwo(Mobile from, Squire squire, BaseInstrument instrument, BaseCreature creature) : base(BaseInstrument.GetBardRange(squire, SkillName.Provocation), false, TargetFlags.None) { m_Instrument = instrument; m_Squire = squire; m_Creature = creature; }
public SquirePassSacredJourneyTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.Beneficial) { m_From = from; m_Squire = squire; }
public ThrowTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.None) { m_Squire = squire; from.SendMessage("Who would you like " + squire.Name + " to hit with a snowball?"); }
public SquirePassRemoveCurseTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.Beneficial) { m_From = from; m_Squire = squire; }
public static void DoOnTarget(Mobile from, object o, Squire squire) { if (o is Mobile) { if (!squire.InRange(((Mobile)o), 2)) { from.SendLocalizedMessage(1060178); // You are too far away to perform that action! } else if (((Mobile)o) is BaseCreature && ((BaseCreature)o).IsAnimatedDead) { from.SendLocalizedMessage(1061654); // You cannot heal that which is not alive. } else if (((Mobile)o) is BaseCreature && ((BaseCreature)o).IsDeadBondedPet) { from.SendLocalizedMessage(1060177); // You cannot heal a creature that is already dead! } else if (((Mobile)o).Hits >= ((Mobile)o).HitsMax) { from.SendLocalizedMessage(500955); // That being is not damaged! } else if (((Mobile)o).Poisoned || Server.Items.MortalStrike.IsWounded(((Mobile)o))) { from.LocalOverheadMessage(MessageType.Regular, 0x3B2, (from == ((Mobile)o)) ? 1005000 : 1010398); } else { if (squire.Target != null) // Added 1.9.6.3 { squire.Target.Invoke(squire, o); } } } else { from.SendMessage("This cannot have its wounds closed."); } }
public SquirePassCloseWoundsTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.Beneficial) { m_From = from; m_Squire = squire; }
public static void DoOnTarget(Mobile from, object o, Squire squire) { if (o is Mobile) { if (!((Mobile)o).Poisoned) { from.SendLocalizedMessage(1060176); } else { if (squire.Target != null) // Added 1.9.6.3 { squire.Target.Invoke(squire, o); } } } else { from.SendMessage("This cannot be cleansed by fire."); } }
public SquireSacredJourneyDelayTimer(Squire squire, Mobile from, TimeSpan delay) : base(delay) { m_Squire = squire; m_From = from; m_DelayTime = delay; Priority = TimerPriority.TwentyFiveMS; }
public static void DoOnTarget(Mobile from, object o, Squire squire) { if (squire.Mounted) { from.SendMessage("Your squire cannot do this while mounted."); } else { if (o is Mobile) { Mobile target = ((Mobile)o); Container pack = target.Backpack; if (pack != null && pack.FindItemByType(new Type[] { typeof(SnowPile), typeof(PileOfGlacialSnow) }) != null) { from.PlaySound(0x145); squire.Animate(9, 1, 1, true, false, 0); from.SendMessage(squire.Name + " throws a snowball and hits the target!"); Effects.SendMovingEffect(squire, target, 0x36E4, 7, 0, false, true, 0x480, 0); squire.m_ThrowDelay = DateTime.Now + TimeSpan.FromSeconds(1); } else { from.SendMessage("Your squire cannot throw a snowball at something that cannot throw one back."); } } else { from.SendMessage("Your squire cannot throw a snowball at something that cannot throw one back."); } } }
public SquireSelfCleanseByFireDelayTimer(Squire squire, TimeSpan delay) : base(delay) { m_Squire = squire; m_DelayTime = delay; Priority = TimerPriority.TwentyFiveMS; }
public GrabItemTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.None) { m_Squire = squire; from.SendMessage("What would you like " + squire.Name + " to grab?"); }
public SquirePassExplosionPotionTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.Beneficial) { m_From = from; m_Squire = squire; }
public static void DoOnTarget(Mobile from, object o, Squire squire) { ArrayList items = new ArrayList(); bool rejected = false; bool lootAdded = false; if (o is Item) { Item item = (Item)o; if (squire.InRange(item, 2)) { if (item.Movable) { items.Add(item); if (squire.m_SquireBeQuiet == false) squire.Emote("*Picks the item off of the ground.*"); } else if (item is Corpse) { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantLiftCorpse, null, null); } } foreach (Item i in items) { if (!squire.Backpack.CheckHold(squire, i, false, true)) rejected = true; else { bool isRejected; LRReason reason; squire.NextActionTime = 5; squire.Lift(i, i.Amount, out isRejected, out reason); if (!isRejected) { squire.Drop(squire, Point3D.Zero); lootAdded = true; } else { rejected = true; } } } if (lootAdded) { squire.PlaySound(0x2E6); //drop gold sound } if (rejected) { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantLiftItem, null, null); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantReach, null, null); } } } else { if (squire.m_SquireBeQuiet == false) { SquireDialog.DoSquireDialog(from, squire, SquireDialogTree.SquireCantLiftNotItem, null, null); } } }
public static void DoOnTarget(Mobile from, object o, Squire squire) { if (squire.Target != null) // Added 1.9.6.3 { squire.Target.Invoke(squire, o); } }
public BackpackEntry( Squire squire, Mobile from ) : base( 6145, 12 ) { m_Squire = squire; m_From = from; }
public SquireTargetCleanseByFireDelayTimer(Squire squire, Mobile target, TimeSpan delay) : base(delay) { m_Squire = squire; m_Target = target; m_DelayTime = delay; Priority = TimerPriority.TwentyFiveMS; }
public void MakeSquire( Mobile from ) { BaseCreature newsquire; newsquire = new Squire(); newsquire.Map = from.Map; newsquire.Location = from.Location; newsquire.Controlled = true; newsquire.ControlMaster = from; newsquire.IsBonded = true; newsquire.ControlOrder = OrderType.Follow; }
public MountTarget(Mobile from, Squire squire) : base(1, false, TargetFlags.None) { m_Squire = squire; from.SendMessage("Choose a mount for " + m_Squire.Name + " to ride."); }
public static void DoSquireDialog( Mobile master, Squire squire, SquireDialogTree dialog, BaseCreature creature, PlayerMobile player ) { if( dialog == SquireDialogTree.HideFailure ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "This is just too hard..." ); break; case 4: squire.Emote( "*Cannot grasp the concept of hiding.*" ); break; case 3: squire.Say( "Hiding just seems out of my grasp at the moment." ); break; case 2: squire.Say( squire.m_MasterNickname.ToUpper() + ", I'VE FAILED YOU!" ); break; case 1: squire.Say( "I've failed to hide, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I am sorry, " + squire.m_MasterNickname + ", I have failed to hide." ); break; } } else if( dialog == SquireDialogTree.TooSoonToHide ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Ah! I've failed to hide! Wait... No, it's still too soon." ); break; case 4: squire.Emote( "*Trips over their own feet trying to hide this soon.*" ); break; case 3: squire.Say( "Give me some time, please." ); break; case 2: squire.Say( "I need a moment." ); break; case 1: squire.Say( "I will not attempt to hide again this soon, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "It's a little too soon for me to attempt hiding, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.MissingInstrument ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "An instrument would be useful about now." ); break; case 4: squire.Emote( "*Plays 'the worlds smallest lute'.*" ); break; case 3: squire.Say( "Would you like me to whistle?" ); break; case 2: squire.Say( "I need something to play, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( "Now where did I put it..." ); break; case 0: squire.Say( "I don't seem to have an instrument, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.TooSoonToPlayMusic ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I might break my instrument playing this fast." ); break; case 4: squire.Emote( "*Catches their balance after attempting to play again too soon.*" ); break; case 3: squire.Say( "I cannot play this quick." ); break; case 2: squire.Say( squire.m_MasterNickname + ", it's a little too soon." ); break; case 1: squire.Say( "I might pull a muscle if I try to play too soon." ); break; case 0: squire.Say( "It is too soon for me to play my instrument, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.MissingSnow ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Snow is beyond my grasp." ); break; case 4: squire.Emote( "*Tries to gather snow from the ground and fails.*" ); break; case 3: squire.Say( "There's no snow in my pack." ); break; case 2: squire.Say( squire.m_MasterNickname + ", would you happen to have some snow for me to throw?" ); break; case 1: squire.Say( "I cannot seem to find any snow." ); break; case 0: squire.Say( "I don't seem to have any snow, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.TooSoonToPackSnow ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't pack this little amount of snow." ); break; case 4: squire.Emote( "*Tries and fails to pack snow.*" ); break; case 3: squire.Say( "Snow is a little light right now. Give it a moment." ); break; case 2: squire.Say( "I cannot pack this snow right away, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( "There is too little snow in this pile." ); break; case 0: squire.Say( "It is too soon to try to pack this snow, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.MasterHasANewNickname ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Let me try screaming it... " + squire.m_MasterNickname.ToUpper() + "!" ); squire.Say( "Yeah, that works!" ); break; case 4: squire.Emote( "*Is more than excited to refer to you as " + squire.m_MasterNickname + ".*" ); break; case 3: squire.Say( squire.m_MasterNickname + " fits you very well!" ); break; case 2: squire.Say( "I cannot wait to get used to referring to you as " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + "... Alright." ); break; case 0: squire.Say( "Alright, I will refer to you as " + squire.m_MasterNickname + " from now on." ); break; } } else if( dialog == SquireDialogTree.SquireHasANewNickname ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Let me try screaming it... " + squire.m_SquireNickname.ToUpper() + "!" ); squire.Say( "Yeah, that works!" ); break; case 4: squire.Emote( "*Is more than excited to be referred to as " + squire.m_SquireNickname + "!*" ); break; case 3: squire.Say( squire.m_SquireNickname + " fits me very well!" ); break; case 2: squire.Say( "I am certain I will get used to being called " + squire.m_SquireNickname + " from now on." ); break; case 1: squire.Say( squire.m_SquireNickname + "... It's not... Terrible..." ); break; case 0: squire.Say( "Alright, I will answer to " + squire.m_SquireNickname + " from now on." ); break; } } else if( dialog == SquireDialogTree.SquireHealsMaster ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Stay calm " + squire.m_SquireNickname + ", " + squire.m_MasterNickname + " will be just fine, do your job." ); break; case 4: squire.Emote( "*Mutters a little prayer.*" ); break; case 3: squire.Say( "Don't you die on me, " + squire.m_MasterNickname.ToUpper() + "!" ); break; case 2: squire.Say( "You'll be okay, " + squire.m_MasterNickname + " just hang in there." ); break; case 1: squire.Say( "Your wounds aren't the worst I've seen." ); break; case 0: squire.Say( "Let me bandage that wound, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.SquireCuresMaster ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "This poison will be quickly done away with." ); break; case 4: squire.Emote( "*Mouths the words 'An Nox'.*" ); break; case 3: squire.Say( "This poison isn't THAT bad." ); break; case 2: squire.Say( "The mages of Moonglow taught me this one." ); break; case 1: squire.Say( "I learned this little remedy in Papua during my younger years." ); break; case 0: squire.Say( "Let me attempt to cure you, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.SquireRezsMaster ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It is too soon for you to leave this world, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Mouths the words 'An Corp'.*" ); break; case 3: squire.Say( squire.m_SquireNickname + "'s got you, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "This is a healing technique I picked up in Nujel'm." ); break; case 1: squire.Say( "I am a failure as a squire, please forgive me, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "Let me attempt to resurrect you, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.ASquiresConcern ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Please don't die on me, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Sweats nervously.*" ); break; case 3: squire.Say( "I can't believe I lost track of " + squire.m_MasterNickname + " I am a terrible squire." ); break; case 2: squire.Say( squire.m_MasterNickname + " is wounded, but I can't see them!" ); break; case 1: squire.Say( squire.m_MasterNickname.ToUpper() + " Wher are you!" ); break; case 0: squire.Say( squire.m_MasterNickname + "? Please show yourself! " + squire.m_MasterNickname + "!?!" ); break; } } else if( dialog == SquireDialogTree.ASquiresStay ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't move from where I am, " + squire.m_MasterNickname + " please call me over." ); break; case 4: squire.Emote( "*Sweats anxiously.*" ); break; case 3: squire.Say( squire.m_SquireNickname + " will stay right here, just as " + squire.m_MasterNickname + " told them to." ); break; case 2: squire.Say( "Help me help you, " + squire.m_MasterNickname + ". Call me over!" ); break; case 1: squire.Say( squire.m_MasterNickname.ToUpper() + " You told me not to leave this spot!" ); break; case 0: squire.Say( "I would be there to heal you, " + squire.m_MasterNickname + ", but you asked me to stay." ); break; } } else if( dialog == SquireDialogTree.SquiresNewName ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "How about, " + squire.Name + "." ); break; case 4: squire.Emote( "*Thinks deeply on " + squire.Name + " as their new name.*" ); break; case 3: squire.Say( "What's my name? How about " + squire.Name + "!" ); break; case 2: squire.Say( squire.Name + " sounds good, right?" ); break; case 1: squire.Say( squire.m_MasterNickname + " and " + squire.Name + "." ); break; case 0: squire.Say( "I think the name " + squire.Name + " suits me best, don't you?" ); break; } } else if( dialog == SquireDialogTree.ShowingOffASquiresBackpack ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Look at the contents of my pack if you want." ); break; case 4: squire.Emote( "*Proudly opens their backpack to you.*" ); break; case 3: squire.Say( "I am sure your backpack's contents are more interesting than mine." ); break; case 2: squire.Say( "Here is what your little " + squire.m_SquireNickname + " is holding." ); break; case 1: squire.Say( "Y-you'd like to see my what? Oh, my backpack." ); break; case 0: squire.Say( "Here is what I am holding." ); break; } } else if( dialog == SquireDialogTree.SquireCantReach ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That's a little too far for me." ); break; case 4: squire.Emote( "*Attempts to reach the target, but fails.*" ); break; case 3: squire.Say( "My arms can't reach!" ); break; case 2: squire.Say( "It is a little out of my reach." ); break; case 1: squire.Say( squire.m_MasterNickname + " could you bring me closer?" ); break; case 0: squire.Say( "I can't reach that from here." ); break; } } else if( dialog == SquireDialogTree.SquireCantLiftNotItem ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That isn't an item, so I can't lift it." ); break; case 4: squire.Emote( "*Attempts to lift the target, but fails.*" ); break; case 3: squire.Say( "Are you sure?" ); break; case 2: squire.Say( "That's not something I can carry." ); break; case 1: squire.Say( "Are you serious?" ); break; case 0: squire.Say( "I can't pick that up." ); break; } } else if( dialog == SquireDialogTree.SquireCantLiftItem ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm not as strong as you are, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Attempts to lift the target, but fails.*" ); break; case 3: squire.Say( "Looks a little heavy." ); break; case 2: squire.Say( "Is that even moveable?" ); break; case 1: squire.Say( "It might be a bit too heavy for me." ); break; case 0: squire.Say( "I failed to lift that item." ); break; } } else if( dialog == SquireDialogTree.SquireCantLiftCorpse ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It looks like it's rotting. Are you sure you don't mean to have me loot this?" ); break; case 4: squire.Emote( "*Gives a meek attempt at lifting the corpse.*" ); break; case 3: squire.Say( squire.m_MasterNickname + "... That's gross." ); break; case 2: squire.Say( "Looks like it has items on it, are you sure you don't want me to loot this?" ); break; case 1: squire.Say( "I refuse to pick up a body." ); break; case 0: squire.Say( "I can't lift this, did you want me to loot it instead?" ); break; } } else if( dialog == SquireDialogTree.ItemIsNotCorpse ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "This isn't lootable." ); break; case 4: squire.Emote( "*Pokes the item before looking up at you.*" ); break; case 3: squire.Say( squire.m_MasterNickname + "... Are you alright?" ); break; case 2: squire.Say( "It doesn't look like a corpse to me." ); break; case 1: squire.Say( "This isn't a corpse." ); break; case 0: squire.Say( "Did you mean grab?" ); break; } } else if( dialog == SquireDialogTree.SquireCantLootAllItems ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "There was too much." ); break; case 4: squire.Emote( "*Items slip out of " + squire.Name + "'s hands and back into the corpse.*" ); break; case 3: squire.Say( "I couldn't hold all of the items." ); break; case 2: squire.Say( "There was too much for me to grab." ); break; case 1: squire.Say( "I'm sorry, " + squire.m_MasterNickname + " but I couldn't gather all the items." ); break; case 0: squire.Say( "I could not pick up all of the items." ); break; } } else if( dialog == SquireDialogTree.SquireCantLootNotCorpse ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That isn't a corpse, so I can't loot it." ); break; case 4: squire.Emote( "*Attempts to loot the target, but fails.*" ); break; case 3: squire.Say( "Are you sure?" ); break; case 2: squire.Say( "That's not something I can loot." ); break; case 1: squire.Say( "Are you serious?" ); break; case 0: squire.Say( "I can't loot that." ); break; } } else if( dialog == SquireDialogTree.SquireHealsWounded ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Stay calm " + squire.m_SquireNickname + ", " + creature.Name + " will be just fine, do your job." ); break; case 4: squire.Emote( "*Mutters a little prayer.*" ); break; case 3: squire.Say( "I'll make sure you don't die, " + creature.Name + "." ); break; case 2: squire.Say( "You'll be okay, " + creature.Name + " just hang in there." ); break; case 1: squire.Say( "Your wounds aren't the worst I've seen." ); break; case 0: squire.Say( "Let me bandage that wound, " + creature.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireCuresHumanoid ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "This poison will be quickly done away with." ); break; case 4: squire.Emote( "*Mouths the words 'An Nox'.*" ); break; case 3: squire.Say( "This poison isn't THAT bad." ); break; case 2: squire.Say( "The mages of Moonglow taught me this one." ); break; case 1: squire.Say( "I learned this little remedy in Papua during my younger years." ); break; case 0: squire.Say( "Let me attempt to cure you, " + creature.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireCuresAnimal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "This poison will be quickly done away with." ); break; case 4: squire.Emote( "*Mouths the words 'An Nox'.*" ); break; case 3: squire.Say( "Your poison isn't too bad, " + creature.Name + "." ); break; case 2: squire.Say( "I learned to care for animals in my travels, here..." ); break; case 1: squire.Say( "Papua's remedies are potent, I'm told." ); break; case 0: squire.Say( "There there, " + creature.Name + " you'll be cured soon." ); break; } } else if( dialog == SquireDialogTree.SquireRezsHumanoid ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It is too soon for you to leave this world, " + creature.Name + "." ); break; case 4: squire.Emote( "*Mouths the words 'An Corp'.*" ); break; case 3: squire.Say( squire.Name + "'s got you, " + creature.Name + "." ); break; case 2: squire.Say( "This is a healing technique I picked up in Nujel'm." ); break; case 1: squire.Say( squire.m_MasterNickname + " must be a good friend of yours to have me do this." ); break; case 0: squire.Say( "Let me attempt to resurrect you, " + creature.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireRezsAnimal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It is too soon for you to leave this world, " + creature.Name + "." ); break; case 4: squire.Emote( "*Mouths the words 'An Corp'.*" ); break; case 3: squire.Say( squire.Name + "'s got you, " + creature.Name + "." ); break; case 2: squire.Say( "This is a healing technique I picked up in Delucia." ); break; case 1: squire.Say( squire.m_MasterNickname + " is a kind person." ); break; case 0: squire.Say( "Let me attempt to resurrect you, " + creature.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireCantRez ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I am simply too unskilled to do this." ); break; case 4: squire.Say( "I cannot resurrect " + creature.Name + "." ); break; case 3: squire.Say( "I am sorry but there is nothing I can do." ); break; case 2: squire.Say( "The mages of Moonglow did not prepare me enough for this." ); break; case 1: squire.Say( "You've overestimated my abilities, " + squire.m_MasterNickname + ", I cannot resurrect " + creature.Name + "." ); break; case 0: squire.Say( "I apologize, " + creature.Name + ", but I cannot resurrect you for I am not skilled enough." ); break; } } else if( dialog == SquireDialogTree.WoundedIsNotHurtEnough ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "You will be fine soon enough." ); break; case 4: squire.Emote( "*Chuckles.*" ); break; case 3: squire.Say( "They'll be fine in a moment." ); break; case 2: squire.Say( "I refuse to waste bandages." ); break; case 1: squire.Say( squire.m_MasterNickname + " you are too kind, it would be a waste of bandages at this point." ); break; case 0: squire.Say( creature.Name + " is not wounded enough." ); break; } } else if( dialog == SquireDialogTree.WoundedOutOfRange ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "They're too far." ); break; case 4: squire.Emote( "*Attempts to stretch arms towards " + creature.Name + ".*" ); break; case 3: squire.Say( "Bandages are more effective when applied directly on the wound." ); break; case 2: squire.Say( "I cannot reach " + creature.Name + "." ); break; case 1: squire.Say( "This '" + creature.Name + "' is too far away." ); break; case 0: squire.Say( creature.Name + " is out of my range." ); break; } } else if( dialog == SquireDialogTree.WoundedInvisible ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "You must be able to see the unseeable." ); break; case 4: squire.Emote( "*Tosses a bandage in the air before them.*" ); squire.Say( "Did I do it?" ); break; case 3: squire.Say( "They must be hiding." ); break; case 2: squire.Say( "You want me to heal the air?" ); break; case 1: squire.Say( "What are you telling me to heal?" ); break; case 0: squire.Say( "I cannot see that." ); break; } } else if( dialog == SquireDialogTree.SquireHealsPlayer ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Stay calm " + squire.m_SquireNickname + ", " + player.Name + " will be just fine, do your job." ); break; case 4: squire.Emote( "*Mutters a little prayer.*" ); break; case 3: squire.Say( "I'll make sure you don't die, " + player.Name + "." ); break; case 2: squire.Say( "You'll be okay, " + player.Name + " just hang in there." ); break; case 1: squire.Say( "Your wounds aren't the worst I've seen." ); break; case 0: squire.Say( "Let me bandage that wound, " + player.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireCuresPlayer ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "This poison will be quickly done away with." ); break; case 4: squire.Emote( "*Mouths the words 'An Nox'.*" ); break; case 3: squire.Say( "This poison isn't THAT bad." ); break; case 2: squire.Say( "The mages of Moonglow taught me this one." ); break; case 1: squire.Say( "I learned this little remedy in Papua during my younger years." ); break; case 0: squire.Say( "Let me attempt to cure you, " + player.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireRezsPlayer ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It is too soon for you to leave this world, " + player.Name + "." ); break; case 4: squire.Emote( "*Mouths the words 'An Corp'.*" ); break; case 3: squire.Say( squire.Name + "'s got you, " + player.Name + "." ); break; case 2: squire.Say( "This is a healing technique I picked up in Nujel'm." ); break; case 1: squire.Say( squire.m_MasterNickname + " must be a good friend of yours to have me do this." ); break; case 0: squire.Say( "Let me attempt to resurrect you, " + player.Name + "." ); break; } } else if( dialog == SquireDialogTree.SquireCantRezPlayer ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I am simply too unskilled to do this." ); break; case 4: squire.Say( "I cannot resurrect " + player.Name + "." ); break; case 3: squire.Say( "I am sorry but there is nothing I can do." ); break; case 2: squire.Say( "The mages of Moonglow did not prepare me enough for this." ); break; case 1: squire.Say( "You've overestimated my abilities, " + squire.m_MasterNickname + ", I cannot resurrect " + player.Name + "." ); break; case 0: squire.Say( "I apologize, " + player.Name + ", but I cannot resurrect you for I am not skilled enough." ); break; } } else if( dialog == SquireDialogTree.WoundedPlayerIsNotHurtEnough ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "You will be fine soon enough." ); break; case 4: squire.Emote( "*Chuckles.*" ); break; case 3: squire.Say( "They'll be fine in a moment." ); break; case 2: squire.Say( "I refuse to waste bandages." ); break; case 1: squire.Say( squire.m_MasterNickname + " you are too kind, it would be a waste of bandages at this point." ); break; case 0: squire.Say( player.Name + " is not wounded enough." ); break; } } else if( dialog == SquireDialogTree.WoundedPlayerOutOfRange ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "They're too far." ); break; case 4: squire.Emote( "*Attempts to stretch arms towards " + player.Name + ".*" ); break; case 3: squire.Say( "Bandages are more effective when applied directly on the wound." ); break; case 2: squire.Say( "I cannot reach " + player.Name + "." ); break; case 1: squire.Say( "This '" + player.Name + "' is too far away." ); break; case 0: squire.Say( player.Name + " is out of my range." ); break; } } else if( dialog == SquireDialogTree.HealingTargetNotCreature ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Are you alright?" ); break; case 4: squire.Emote( "*Confusedly looks up at " + squire.m_MasterNickname + ".*" ); break; case 3: squire.Say( "Wounds are necessary, and that cannot be wounded." ); break; case 2: squire.Say( "Why would I heal that?" ); break; case 1: squire.Say( "That is not a creature." ); break; case 0: squire.Say( "That cannot be healed." ); break; } } else if( dialog == SquireDialogTree.BeginProvoking ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Who would you like to fight someone?" ); break; case 4: squire.Emote( "*Prepares instrument, looking at you for a target.*" ); break; case 3: squire.Say( squire.m_MasterNickname + ", who do you want to fight?" ); break; case 2: squire.Say( "Whom should I provoke?" ); break; case 1: squire.Say( "Who should I get angry?" ); break; case 0: squire.Say( "Who would you like me to anger?" ); break; } } else if( dialog == SquireDialogTree.WheredMyInstrumentGo ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I am sure it was just here!" ); break; case 4: squire.Emote( "*Rifles through bag looking for instrument.*" ); break; case 3: squire.Say( "My instrument... It's gone!" ); break; case 2: squire.Say( "Now where did I put that..." ); break; case 1: squire.Say( "That's weird, I just had it here a moment ago..." ); break; case 0: squire.Say( "I can't seem to find my instrument." ); break; } } else if( dialog == SquireDialogTree.LoyalToTheirMaster ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That's not going to work on a creature owned by someone else." ); break; case 4: squire.Say( "I refuse to provoke something owned by another person." ); break; case 3: squire.Say( "It belongs to someone else, I can't provoke it." ); break; case 2: squire.Say( "That creature belongs to somebody else." ); break; case 1: squire.Say( "That creature is too loyal to their master to get provoked." ); break; case 0: squire.Say( "I can't provoke this, it's too loyal to its master." ); break; } } else if( dialog == SquireDialogTree.CantDiscord ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My song wouldn't affect that." ); break; case 4: squire.Say( "Does that even have ears?" ); break; case 3: squire.Say( "I'm not sure that can be discorded." ); break; case 2: squire.Say( "That thing can't be discorded." ); break; case 1: squire.Say( "I don't think I can sing a song of discord to that." ); break; case 0: squire.Say( "A song of discord would have no effect on that." ); break; } } else if( dialog == SquireDialogTree.CantCalm ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My song wouldn't affect that." ); break; case 4: squire.Say( "Does that even have ears?" ); break; case 3: squire.Say( "I'm not sure that can be calmed." ); break; case 2: squire.Say( "Did you hit your head, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( "I don't believe you can calm an inanimate object..." ); break; case 0: squire.Say( "That cannot be calmed." ); break; } } else if( dialog == SquireDialogTree.CantCalmHere ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My song wouldn't affect that here." ); break; case 4: squire.Say( "I'm sorry, I can't play here." ); break; case 3: squire.Say( "This area does not allow me to play calming music." ); break; case 2: squire.Say( squire.m_MasterNickname + ", I can't play a calming song here." ); break; case 1: squire.Say( "This area has a strange aura around it, I can't calm things here." ); break; case 0: squire.Say( "Peacemaking won't work here." ); break; } } else if( dialog == SquireDialogTree.CantCalmThere ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My song wouldn't affect that there." ); break; case 4: squire.Say( "I'm sorry, I can't play there." ); break; case 3: squire.Say( "That area does not allow me to play calming music." ); break; case 2: squire.Say( squire.m_MasterNickname + ", I can't play a calming song there." ); break; case 1: squire.Say( "That area has a strange aura around it, I can't calm things there." ); break; case 0: squire.Say( "Peacemaking won't work there." ); break; } } else if( dialog == SquireDialogTree.AlreadyDiscord ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My song wouldn't affect again right away." ); break; case 4: squire.Say( "Another song of discord wouldn't have an effect on that." ); break; case 3: squire.Say( "That can't be discorded again." ); break; case 2: squire.Say( "I can't discord something already under the song's effect." ); break; case 1: squire.Say( "I'm sorry, but that's already discorded." ); break; case 0: squire.Say( "That creature is already discorded." ); break; } } else if( dialog == SquireDialogTree.AlreadyCalmed ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My song wouldn't affect again right away." ); break; case 4: squire.Say( "Another song of calming wouldn't have an effect on that." ); break; case 3: squire.Say( "That can't be calmed again." ); break; case 2: squire.Say( "I can't calm something that is already calm." ); break; case 1: squire.Say( "I'm sorry, but that's already calmed." ); break; case 0: squire.Say( "That creature has already made its peace." ); break; } } else if( dialog == SquireDialogTree.NoChanceToProvoke ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "There's just nothing I can do to provoke that creature." ); break; case 4: squire.Say( "I simply have no chance to provoke that creature." ); break; case 3: squire.Say( "I cannot provoke that, I just have no chance." ); break; case 2: squire.Say( "I just don't have a chance to provoke that creature." ); break; case 1: squire.Say( "Sorry, " + squire.m_MasterNickname + " but I have no chance to provoke that." ); break; case 0: squire.Say( "I've got no chance to provoke this creature." ); break; } } else if( dialog == SquireDialogTree.NoChanceToCalm ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "There's just nothing I can do to calm that creature." ); break; case 4: squire.Say( "I simply have no chance to calm that creature." ); break; case 3: squire.Say( "I cannot calm that, I just have no chance." ); break; case 2: squire.Say( "I just don't have a chance to calm that creature." ); break; case 1: squire.Say( "Sorry, " + squire.m_MasterNickname + " but I have no chance to calm that." ); break; case 0: squire.Say( "I've got no chance to calm this creature." ); break; } } else if( dialog == SquireDialogTree.CantProvokeOne ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Now who should feel their wrath?" ); break; case 4: squire.Say( "Who can we get this guy to fight?" ); break; case 3: squire.Say( "Success! Who should they fight?" ); break; case 2: squire.Say( squire.m_MasterNickname + ", who would you like them to attack?" ); break; case 1: squire.Say( "Okay! They're plenty angry! Who do you want them to fight?" ); break; case 0: squire.Say( "Alright! This one is angered, who would you like me to provoke them to attack?" ); break; } } else if( dialog == SquireDialogTree.CantInciteAnger ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That cannot be angered." ); break; case 4: squire.Say( "That cannot feel anger." ); break; case 3: squire.Say( "Anger cannot be incited from this." ); break; case 2: squire.Say( squire.m_MasterNickname + " are you alright?" ); break; case 1: squire.Say( "That can't feel anger." ); break; case 0: squire.Say( "I can't provoke that!" ); break; } } else if( dialog == SquireDialogTree.TooFarApartToProvoke ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "They're too far apart." ); break; case 4: squire.Say( "Could we get them closer together somehow " + squire.m_MasterNickname + "?" ); break; case 3: squire.Say( "I don't think that creature can be mad at this other creature if they're this far apart." ); break; case 2: squire.Say( squire.m_MasterNickname + " do you have any ideas on how we could get them closer together?" ); break; case 1: squire.Say( "If only we could get them closer together..." ); break; case 0: squire.Say( "The two creatures are too far away from each other for me to provoke them." ); break; } } else if( dialog == SquireDialogTree.BadPerformance ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( squire.m_SquireNickname + " might need a little more practice, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Embarrassedly attempts to cover face at their poor performance.*" ); break; case 3: squire.Say( "My instrument must not be tuned correctly..." ); break; case 2: squire.Say( "Oof, was that at the wrong key?" ); break; case 1: squire.Say( "It seems a need a little more practice." ); break; case 0: squire.Say( "I'm sorry, " + squire.m_MasterNickname + " I played the best I could." ); break; } } else if( dialog == SquireDialogTree.FailedPerformanceProvoke ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I might need a little more practice..." ); break; case 4: squire.Emote( "*Confusedly looks at creatures.*" ); squire.Say("Why aren't they fighting?" ); break; case 3: squire.Say( "My instrument must not be tuned correctly..." ); break; case 2: squire.Say( "Did I play well enough?" ); break; case 1: squire.Say( "I couldn't incite enough anger with my music." ); break; case 0: squire.Say( "It seems I couldn't get them angry enough..." ); break; } } else if( dialog == SquireDialogTree.FailedPerformanceDiscord ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I might need a little more practice..." ); break; case 4: squire.Emote( "*Confusedly looks at creature.*" ); squire.Say( "They don't look weaker..." ); break; case 3: squire.Say( "My instrument must not be tuned correctly..." ); break; case 2: squire.Say( "Did I play well enough?" ); break; case 1: squire.Say( "I couldn't lower their attack with my music." ); break; case 0: squire.Say( "It seems I couldn't get throw them off balance..." ); break; } } else if( dialog == SquireDialogTree.GoodPerformanceProvoke ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Awesome!" ); break; case 4: squire.Emote( "*Looks overjoyed as the two creatures start fighting.*" ); break; case 3: squire.Say( squire.m_MasterNickname + " look at them fight!" ); break; case 2: squire.Say( "I can't wait till they kill each other!" ); break; case 1: squire.Say( "Look at them go!" ); break; case 0: squire.Say( "Yes! Fight!" ); break; } } else if( dialog == SquireDialogTree.GoodPerformanceDiscord ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "They're thrown off balance!" ); break; case 4: squire.Emote( "*Pumps their fist in success of their song.*" ); break; case 3: squire.Say( squire.m_MasterNickname + ", go for their throat!" ); break; case 2: squire.Say( "Now's the time to attack!" ); break; case 1: squire.Say( "They're weakened!" ); break; case 0: squire.Say( "Yes! Feel the lower attack!" ); break; } } else if( dialog == SquireDialogTree.GoodPerformancePeace ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Their fighting has stopped!" ); break; case 4: squire.Emote( "*Breaths a sigh of relief.*" ); break; case 3: squire.Say( squire.m_MasterNickname + ", they've stopped!" ); break; case 2: squire.Say( "Stop fighting!" ); break; case 1: squire.Say( "Peace! Haha!" ); break; case 0: squire.Say( "Everybody, just CALM DOWN!" ); break; } } else if( dialog == SquireDialogTree.ProvokeOnThemselves ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", but a creature can't fight itself." ); break; case 4: squire.Emote( "*Is disappointed they can't make someone fight themselves.*" ); break; case 3: squire.Say( "I don't think their self-hatred is strong enough." ); break; case 2: squire.Say( "No can do, " + squire.m_MasterNickname + ", I can't make them fight themselves." ); break; case 1: squire.Say( "I wish they would punch themselves in the face..." ); break; case 0: squire.Say( "I can't get this creature to fight itself." ); break; } } else if( dialog == SquireDialogTree.PeaceNobody ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", but nobody heard my song." ); break; case 4: squire.Emote( "*Hums happily to themselves.*" ); break; case 3: squire.Say( "Nobody can hear this next song!" ); break; case 2: squire.Say( "Music, nobody can hear!" ); break; case 1: squire.Say( "Nobody is around to hear my music!" ); break; case 0: squire.Say( "I've played hypnotic music but nobody can hear it!" ); break; } } else if( dialog == SquireDialogTree.ThisIsTooHeavy ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", but I can't use this." ); break; case 4: squire.Emote( "*Struggles attempting to use the item, meekly handing it back to you.*" ); break; case 3: squire.Say( "Please take this back, I cannot effectively use it." ); break; case 2: squire.Say( "Are you kidding me? I can't hold this! I'm too weak!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", this is too heavy for me to use. Please take it back." ); break; case 0: squire.Say( "I'm sorry, I am too weak to wear this." ); break; } } else if( dialog == SquireDialogTree.TooHeavyForNow ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", but I can't use this right now, I'll store it in my backpack for now." ); break; case 4: squire.Emote( "*Fails to equip a piece of equipment, places it in their backpack instead.*" ); break; case 3: squire.Say( "I'll store this in my pack for now, I can't currently use it." ); break; case 2: squire.Say( "I'm too weak for this equipment right now, I'll put it in my pack." ); break; case 1: squire.Say( squire.m_MasterNickname + ", this is too heavy for me to use at the moment, I'll put it in my pack." ); break; case 0: squire.Say( "I'm sorry, I am too weak to wear this right now." ); break; } } else if( dialog == SquireDialogTree.ThankYou ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you, " + squire.m_MasterNickname + ", I'll use it well!" ); break; case 4: squire.Emote( "*Proudly dawns the equipment.*" ); break; case 3: squire.Say( "I promise to use this to the best of my abilities." ); break; case 2: squire.Say( "I'm sure this will help me become harder to kill!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", thank you very much for the equipment!" ); break; case 0: squire.Say( "Thank you! I'll make good use of this." ); break; } } else if( dialog == SquireDialogTree.ToldToShutUp ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Okay, " + squire.m_MasterNickname + ", I'll shut up." ); break; case 4: squire.Emote( "*Zips their lip.*" ); break; case 3: squire.Say( "Sure." ); break; case 2: squire.Say( "I will stop talking now." ); break; case 1: squire.Say( "Alright, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "Alright, I'll be quiet." ); break; } } else if( dialog == SquireDialogTree.CanTalkAgain ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Okay, " + squire.m_MasterNickname + ", I'll start talking again." ); break; case 4: squire.Emote( "*Breathes a sigh of relief.*" ); break; case 3: squire.Say( "Sure!" ); break; case 2: squire.Say( "I will start talking again!" ); break; case 1: squire.Say( "Alright, " + squire.m_MasterNickname + "!" ); break; case 0: squire.Say( "Thank you, I had a lot to squire.Say!" ); break; } } else if( dialog == SquireDialogTree.NoPotions ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "No can do, " + squire.m_MasterNickname + ", I can't find them in my backpack." ); break; case 4: squire.Emote( "*Sighs deeply, searching their backpack for the potion.*" ); break; case 3: squire.Say( "I cannot seem to find those potions in my backpack." ); break; case 2: squire.Say( "Where'd they go! I cannot seem to find them!" ); break; case 1: squire.Say( "Sorry, " + squire.m_MasterNickname + ", but I don't have those potions." ); break; case 0: squire.Say( "I don't seem to have any potions of that type." ); break; } } else if( dialog == SquireDialogTree.TooSoonToDrink ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "No can do, " + squire.m_MasterNickname + ", I can't swallow that right away." ); break; case 4: squire.Emote( "*Shakes their head, corking the bottle and stuffing it back in their pack.*" ); break; case 3: squire.Say( "I am sorry, I just can't swallow that again so soon." ); break; case 2: squire.Say( "I simply cannot swallow that again so soon." ); break; case 1: squire.Say( "Sorry, " + squire.m_MasterNickname + ", but I can't swallow more of that concoction." ); break; case 0: squire.Say( "I can't drink that right away." ); break; } } else if( dialog == SquireDialogTree.AgilityPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", I feel amazing!" ); break; case 4: squire.Emote( "*Takes a deep breath, feeling exhilarated.*" ); break; case 3: squire.Say( "I feel considerably lighter!" ); break; case 2: squire.Say( "What was in that potion!?" ); break; case 1: squire.Say( "Wow, " + squire.m_MasterNickname + ", I feel great!" ); break; case 0: squire.Say( "I feel like I could run farther!" ); break; } } else if( dialog == SquireDialogTree.PoisonPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", I feel like I'm dying..." ); break; case 4: squire.Emote( "*Holds their breath, hoping not to throw up.*" ); break; case 3: squire.Say( "I feel considerably sick already, what did you do to me?" ); break; case 2: squire.Say( "What was in that potion?" ); break; case 1: squire.Say( squire.m_MasterNickname + ", what did you do?" ); break; case 0: squire.Say( "I don't feel so good..." ); break; } } else if( dialog == SquireDialogTree.RefreshPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", I feel great!" ); break; case 4: squire.Emote( "*Takes a deep breath, feeling refreshed.*" ); break; case 3: squire.Say( "I feel considerably better!" ); break; case 2: squire.Say( "This is amazing! I feel great! I! Can! Do! This!" ); break; case 1: squire.Say( "Wow, " + squire.m_MasterNickname + ", I feel refreshed!" ); break; case 0: squire.Say( "I feel absolutely refreshed!" ); break; } } else if( dialog == SquireDialogTree.StrengthPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", I feel stronger!" ); break; case 4: squire.Emote( "*Opens their eyes sharply, a sign of great strength.*" ); break; case 3: squire.Say( "Strength flows through my veins!" ); break; case 2: squire.Say( "This is amazing! I feel great! I! Can! Do! This!" ); break; case 1: squire.Say( "Wow, " + squire.m_MasterNickname + ", I feel stronger!" ); break; case 0: squire.Say( "I feel much stronger!" ); break; } } else if( dialog == SquireDialogTree.HealthPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", I feel much better!" ); break; case 4: squire.Emote( "*Their joints and wounds shudder as they begin to heal.*" ); break; case 3: squire.Say( "I can feel my wounds healing!" ); break; case 2: squire.Say( "My organs feel much better!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", thank you for this beverage." ); break; case 0: squire.Say( "That's better." ); break; } } else if( dialog == SquireDialogTree.CantHealthPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", but I can't, I'm feeling too well." ); break; case 4: squire.Emote( "*Stuffs the health potion back in their backpack.*" ); break; case 3: squire.Say( "Don't worry about me!" ); break; case 2: squire.Say( "I'm feeling a little too well to drink a health potion right now." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I can't, I'll put this back in my backpack." ); break; case 0: squire.Say( "I'm not wounded enough to drink this concoction." ); break; } } else if( dialog == SquireDialogTree.StillPoisoned ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Can I have a cure potion first, " + squire.m_MasterNickname + "? This health potion won't do me any good otherwise." ); break; case 4: squire.Emote( "*Stuffs the health potion back in their backpack.*" ); break; case 3: squire.Say( "This won't do me any good while I'm poisoned!" ); break; case 2: squire.Say( "Sorry, I can't swallow this while poisoned." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I can't, I am still poisoned." ); break; case 0: squire.Say( "I cannot drink a health potion while poisoned." ); break; } } else if( dialog == SquireDialogTree.MortallyWoundedHP ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I need bandages first, " + squire.m_MasterNickname + ". This health potion won't do me any good otherwise." ); break; case 4: squire.Emote( "*Stuffs the health potion back in their backpack.*" ); break; case 3: squire.Say( "This won't do me any good while I'm wounded this bad!" ); break; case 2: squire.Say( "Sorry, I can't swallow this while there is a large gash in my stomach." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I can't, I am still mortally wounded." ); break; case 0: squire.Say( "I cannot drink a health potion while mortally wounded." ); break; } } else if( dialog == SquireDialogTree.CurePotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you so much, " + squire.m_MasterNickname + ", I feel a bit better!" ); break; case 4: squire.Emote( "*The pain on their face fades to relief.*" ); break; case 3: squire.Say( "I can feel my stomach healing!" ); break; case 2: squire.Say( "I feel less sick!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", thank you for this beverage." ); break; case 0: squire.Say( "I'm feeling a little better." ); break; } } else if( dialog == SquireDialogTree.CantCurePotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", I'm not feeling sick!" ); break; case 4: squire.Emote( "*Stuffs the cure potion back in their backpack.*" ); break; case 3: squire.Say( "There's no reason for me to drink a cure potion now." ); break; case 2: squire.Say( "I refuse to waste your resources, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I would have to be poisoned before I swallow that... Concoction." ); break; case 0: squire.Say( "That would be a waste, I'm not poisoned." ); break; } } else if( dialog == SquireDialogTree.UsePowerScroll ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thank you, " + squire.m_MasterNickname + ", I feel like there's more to know!" ); break; case 4: squire.Emote( "*Takes a deep breath, feeling like there is more they can learn.*" ); break; case 3: squire.Say( "There is so much more to this world than I imagined." ); break; case 2: squire.Say( "I have a greater thirst for knowledge, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I feel like I can learn more now." ); break; case 0: squire.Say( "I can feel my limits rising!" ); break; } } else if( dialog == SquireDialogTree.CantUsePowerScroll ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", my limits for this knowledge are already higher!" ); break; case 4: squire.Emote( "*Stuffs the power scroll into their backpack.*" ); break; case 3: squire.Say( "There's no reason for me to use this, for my limits are already higher." ); break; case 2: squire.Say( "I refuse to waste your power scroll, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I cannot use this power scroll, I will hold it in my backpack." ); break; case 0: squire.Say( "I cannot use this power scroll, my limits are already higher than this." ); break; } } else if( dialog == SquireDialogTree.MissingLockpicks ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I seem to be out of lockpicks." ); break; case 4: squire.Emote( "*Searches for lockpicks in their backpack, finding none.*" ); break; case 3: squire.Say( "There doesn't seem to be any lockpicks in my backpack." ); break; case 2: squire.Say( "I cannot find my lockpicks, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I don't seem to have any lockpicks." ); break; case 0: squire.Say( "I cannot seem to locate my lockpicks..." ); break; } } else if( dialog == SquireDialogTree.LockpickTooFar ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", lockpicking takes a delicate touch, I need to be closer." ); break; case 4: squire.Emote( "*Is frustrated they aren't closer to the lock to pick it.*" ); break; case 3: squire.Say( "I need to be right next to a lock to pick it." ); break; case 2: squire.Say( "I cannot pick a lock that far away, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", that is too far away for me to attempt to pick it." ); break; case 0: squire.Say( "I can't pick that lock this far away." ); break; } } else if( dialog == SquireDialogTree.NotLocked ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", this isn't locked." ); break; case 4: squire.Emote( "*Puts their lockpicks away, there is no job to be done here.*" ); break; case 3: squire.Say( "This isn't locked." ); break; case 2: squire.Say( "I cannot pick a lock that isn't actually locked, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", this isn't locked." ); break; case 0: squire.Say( "This doesn't appear to be locked." ); break; } } else if( dialog == SquireDialogTree.CannotUnlock ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", I cannot unlock this." ); break; case 4: squire.Emote( "*Cannot unlock this.*" ); break; case 3: squire.Say( "I see no way in which I can unlock this." ); break; case 2: squire.Say( "I cannot pick this lock, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I cannot unlock this." ); break; case 0: squire.Say( "I can't unlock this!" ); break; } } else if( dialog == SquireDialogTree.BrokenLockpick ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", my lockpick broke." ); break; case 4: squire.Emote( "*The lockpick breaks in their hand.*" ); break; case 3: squire.Say( "My lockpick seems to have broken." ); break; case 2: squire.Say( "I broke my lockpick, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I broke a lockpick." ); break; case 0: squire.Say( "I broke a lockpick!" ); break; } } else if( dialog == SquireDialogTree.AbnormalLock ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I do not think this can be unlocked by normal means." ); break; case 4: squire.Emote( "*Is perplexed by this lock.*" ); break; case 3: squire.Say( "This cannot be unlocked by normal means." ); break; case 2: squire.Say( "This is a strange lock, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I do not believe this lock can be picked by normal means." ); break; case 0: squire.Say( "This doesn't look like it can be unlocked by normal means!" ); break; } } else if( dialog == SquireDialogTree.HardLock ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I'm not skilled enough to unlock this." ); break; case 4: squire.Emote( "*Admits defeat to this lock.*" ); break; case 3: squire.Say( "This lock seems tougher than the others I've seen." ); break; case 2: squire.Say( "I don't think I can unlock this right now, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I think I need to train a bit more before we try this one." ); break; case 0: squire.Say( "I don't see how this lock can be manipulated." ); break; } } else if( dialog == SquireDialogTree.UnsuccessfulLockpick ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", let me try picking that again." ); break; case 4: squire.Emote( "*Was unable to pick the lock.*" ); break; case 3: squire.Say( "I couldn't pick this lock." ); break; case 2: squire.Say( "I wasn't successful in picking this lock, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I failed to pick this lock." ); break; case 0: squire.Say( "I was unable to pick this lock." ); break; } } else if( dialog == SquireDialogTree.SuccessfulLockpick ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I've done it, " + squire.m_MasterNickname + ", the lock has been picked!" ); break; case 4: squire.Emote( "*Was able to pick the lock.*" ); break; case 3: squire.Say( "Have at the contents, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I was successful in picking this lock, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I've successfully picked the lock!" ); break; case 0: squire.Say( "The lock has yielded to my skill!" ); break; } } else if( dialog == SquireDialogTree.HandsAreFull ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", my hands are full." ); break; case 4: squire.Emote( "*Hands are a little too full.*" ); break; case 3: squire.Say( "I need to empty my hands, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I've got my hands a little full here, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I need to the items in my hands away first." ); break; case 0: squire.Say( "My hands are a little full to steal." ); break; } } else if( dialog == SquireDialogTree.StealingNotAllowedHere ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I cannot do it, " + squire.m_MasterNickname + ", I cannot steal in this area!" ); break; case 4: squire.Emote( "*Is confused by the invisible force stopping them from stealing.*" ); break; case 3: squire.Say( "This area won't allow us to steal, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I can't steal in this area, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", we cannot steal here." ); break; case 0: squire.Say( "Stealing isn't allowed in this area." ); break; } } else if( dialog == SquireDialogTree.NotAPartOfThievesGuild ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", we need to join the thieves guild!" ); break; case 4: squire.Emote( "*Cannot steal from another player without first joining the thieves guild.*" ); break; case 3: squire.Say( "Join the thieves guild first, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "We cannot steal from players unless we're in the thieves guild, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", we need to join the thieves guild!" ); break; case 0: squire.Say( "We cannot steal from players because we are not a part of the thieves guild." ); break; } } else if( dialog == SquireDialogTree.SuspendedFromThievesGuild ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't, " + squire.m_MasterNickname + ", we're suspended from the guild!" ); break; case 4: squire.Emote( "*Suspention from the guild stops them.*" ); break; case 3: squire.Say( "We cannot steal from players while suspended from the guild, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "Suspention is preventing us from stealing from other players, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", we cannot steal from players while suspended!" ); break; case 0: squire.Say( "We're currently on suspention in the thieves guild!" ); break; } } else if( dialog == SquireDialogTree.CannotStealFromVendors ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That is a vendor, " + squire.m_MasterNickname + ", we cannot steal from them!" ); break; case 4: squire.Emote( "*Refuses to steal from a vendor.*" ); break; case 3: squire.Say( "Vendors cannot be stolen from, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "We cannot steal from vendors, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", we cannot steal from vendors!" ); break; case 0: squire.Say( "We cannot steal from vendors!" ); break; } } else if( dialog == SquireDialogTree.CannotSeeStealingTarget ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't see it, " + squire.m_MasterNickname + ", maybe if you brought me closer?" ); break; case 4: squire.Emote( "*Unable to locate the item you want them to steal.*" ); break; case 3: squire.Say( "I cannot see it, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I'd have to be able to see what you want me to steal, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I cannot steal what I cannot see." ); break; case 0: squire.Say( "I cannot see that." ); break; } } else if( dialog == SquireDialogTree.FullBackpackStealing ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "My backpack is full, " + squire.m_MasterNickname + ", I cannot fit any more." ); break; case 4: squire.Emote( "*Cannot stuff any more items in their backpack.*" ); break; case 3: squire.Say( "My backpack cannot hold anymore, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "There is no more that I can fit in my backpack, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", my backpack is full." ); break; case 0: squire.Say( "My backpack cannot hold any more." ); break; } } else if( dialog == SquireDialogTree.NeedToBeCloserToSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't steal it, " + squire.m_MasterNickname + ", I'm too far away." ); break; case 4: squire.Emote( "*Arms cannot reach that far.*" ); break; case 3: squire.Say( "I am too far away from the target to steal it, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I can't steal the target this far away, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", bring me closer to the target." ); break; case 0: squire.Say( "I need to be closer to the target to steal it." ); break; } } else if( dialog == SquireDialogTree.CannotStealThat ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I cannot steal that, " + squire.m_MasterNickname + ", what do you expect from me?" ); break; case 4: squire.Emote( "*Is unable to steal that.*" ); break; case 3: squire.Say( "I can't steal that, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "What do you expect of me, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", that is not something I can steal!" ); break; case 0: squire.Say( "I cannot steal that!" ); break; } } else if( dialog == SquireDialogTree.CannotStealWhileMorphed ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't steal, " + squire.m_MasterNickname + ", not while I'm transformed." ); break; case 4: squire.Emote( "*is unable to steal while transformed.*" ); break; case 3: squire.Say( "This transformation prevents me from stealing, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I will be unable to steal until I transform back, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I cannot steal while I'm something or somebody else." ); break; case 0: squire.Say( "I cannot steal while I'm not myself!" ); break; } } else if( dialog == SquireDialogTree.CannotStealWhileLeavingFaction ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "We cannot steal a sigil, " + squire.m_MasterNickname + ", not while we're leaving!" ); break; case 4: squire.Emote( "*Unable to steal sigil while leaving the faction.*" ); break; case 3: squire.Say( "Sigils cannot be stolen while we're leaving, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "We're unable to steal sigils while leaving, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", we cannot steal sigils while leaing a faction" ); break; case 0: squire.Say( "We cannot steal sigils while we're leaving a faction." ); break; } } else if( dialog == SquireDialogTree.CannotStealOwnSigil ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That is ours, " + squire.m_MasterNickname + ", why steal it?" ); break; case 4: squire.Emote( "*Refuses to steal what is yours.*" ); break; case 3: squire.Say( "Why would we steal what's ours, " + squire.m_MasterNickname + "?" ); break; case 2: squire.Say( "We're unable to steal what's ours, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", that's already ours!" ); break; case 0: squire.Say( "We cannot steal our own sigil!" ); break; } } else if( dialog == SquireDialogTree.CannotStealSigilWhilePurifying ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That needs to purify, " + squire.m_MasterNickname + ", we cannot steal that yet!" ); break; case 4: squire.Emote( "*Is unable to steal it while it's purifying.*" ); break; case 3: squire.Say( "We cannot steal that yet, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "It's still purifying, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", we cannot steal it yet!" ); break; case 0: squire.Say( "That is not fully purified!" ); break; } } else if( dialog == SquireDialogTree.SigilHasReturnedBecauseAlreadyHaveOne ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It returned to its home, " + squire.m_MasterNickname + ", I cannot hold two sigils!" ); break; case 4: squire.Emote( "*Was unable to hold two sigils.*" ); break; case 3: squire.Say( "The sigil has returned, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I cannot hold two sigils, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I cannot hold two sigils!" ); break; case 0: squire.Say( "The sigil has returned to its location because I am already carrying another one." ); break; } } else if( dialog == SquireDialogTree.SigilHasReturnedBecauseBackpackIsFull ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "The sigil is gone, " + squire.m_MasterNickname + ", because my backpack is full." ); break; case 4: squire.Emote( "*Is missing the sigil because their pack is full.*" ); break; case 3: squire.Say( "My backpack is too full, so the sigil sent itself back, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "The sigil returned itself, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", the sigil has returned because my pack is full" ); break; case 0: squire.Say( "My backpack is full, the sigil returned itself." ); break; } } else if( dialog == SquireDialogTree.SuccessfulSigilSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "The sigil is ours, " + squire.m_MasterNickname + ", run!" ); break; case 4: squire.Emote( "*Successfully collects the sigil.*" ); break; case 3: squire.Say( "I have the sigil, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "The sigil is ours, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( "Run! " + squire.m_MasterNickname + ", run! We have the sigil!" ); break; case 0: squire.Say( "We have the sigil, run!" ); break; } } else if( dialog == SquireDialogTree.NotSkilledEnoughToStealSigil ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm not skilled enough, " + squire.m_MasterNickname + ", I cannot steal that sigil." ); break; case 4: squire.Emote( "*Realizes they are not skilled enough to steal the sigil.*" ); break; case 3: squire.Say( "I cannot steal the sigil now, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "I need to train more, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I need to train more first." ); break; case 0: squire.Say( "I am not skilled enough to steal the sigil." ); break; } } else if( dialog == SquireDialogTree.NotInAFactionSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I don't believe we should steal that, " + squire.m_MasterNickname + ", not while we're outside a faction." ); break; case 4: squire.Emote( "*Refuses to take the sigil while not with a faction.*" ); break; case 3: squire.Say( "We have nothing to gain from stealing that sigil, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "Why would I steal that, " + squire.m_MasterNickname + "?" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I cannot steal this sigil when we're not in a faction." ); break; case 0: squire.Say( "We are currently outside of a faction and cannot steal a sigil." ); break; } } else if( dialog == SquireDialogTree.NotSkilledEnoughToStealItem ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm not skilled enough, " + squire.m_MasterNickname + ", I cannot steal that item." ); break; case 4: squire.Emote( "*Realizes they are not skilled enough to steal that item.*" ); break; case 3: squire.Say( "I cannot steal that item now, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "I need to train more, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I need to train more first." ); break; case 0: squire.Say( "I am not skilled enough to steal that item." ); break; } } else if( dialog == SquireDialogTree.CannotStealFromTheirHands ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm not skilled enough, " + squire.m_MasterNickname + ", not skilled enough to steal directly from their hands." ); break; case 4: squire.Emote( "*Is unsure of their ability to steal straight from that person's hand.*" ); break; case 3: squire.Say( "They would certainly notice us, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "Perhaps something from their backpack instead, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I don't think I am skilled enough to take the item from their hands." ); break; case 0: squire.Say( "It would be foolish for us to attempt to steal from their hands." ); break; } } else if( dialog == SquireDialogTree.StealFromSelf ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I could just give it to you, " + squire.m_MasterNickname + ", I don't need to steal it from myself." ); break; case 4: squire.Emote( "*Is confused as to why they were told to steal their own item.*" ); break; case 3: squire.Say( "That's a little strange, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "Wouldn't you rather I just hand it to you, " + squire.m_MasterNickname + "?" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I've caught myself trying to steal!" ); break; case 0: squire.Say( "Aha! I've caught you! Wait..." ); break; } } else if( dialog == SquireDialogTree.TooHeavyToSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That would be too heavy, " + squire.m_MasterNickname + ", I would not be able to move it." ); break; case 4: squire.Emote( "*Cannot move that item fast enough with how heavy it is.*" ); break; case 3: squire.Say( "That is too heavy to steal, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "Perhaps if I was stronger, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I wouldn't be able to move that fast enough." ); break; case 0: squire.Say( "That is too heavy to steal." ); break; } } else if( dialog == SquireDialogTree.SuccessfulSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I've succeeded in stealing the item, " + squire.m_MasterNickname + ", we should run!" ); break; case 4: squire.Emote( "*Quickly pockets the item.*" ); break; case 3: squire.Say( "I've got it, " + squire.m_MasterNickname + "!" ); break; case 2: squire.Say( "I've succeeded, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I've succeeded in stealing!" ); break; case 0: squire.Say( "I've successfully stolen the item!" ); break; } } else if( dialog == SquireDialogTree.UnsuccessfulSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I've failed to steal the item, " + squire.m_MasterNickname + ", are we gonna be alright?" ); break; case 4: squire.Emote( "*Was unable to liberate the item from its owner.*" ); break; case 3: squire.Say( "I've failed to take the item, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "I was unable to steal the item, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I've failed to steal the item." ); break; case 0: squire.Say( "I've failed to steal the item." ); break; } } else if( dialog == SquireDialogTree.TooSoonToLockpick ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Give me one moment, " + squire.m_MasterNickname + ", then I'll be ready to try again." ); break; case 4: squire.Emote( "*Sighs in defeat, needs another moment before trying again.*" ); break; case 3: squire.Say( "I can't pick the lock again right away, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "I need a little time, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", let me prepare myself first." ); break; case 0: squire.Say( "I need a moment." ); break; } } else if( dialog == SquireDialogTree.TooSoonToSteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Give me one moment, " + squire.m_MasterNickname + ", then I'll be ready to try again." ); break; case 4: squire.Emote( "*Sighs in defeat, needs another moment before trying again.*" ); break; case 3: squire.Say( "I can't attempt to steal again right away, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "I need a little time, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", let me prepare myself first." ); break; case 0: squire.Say( "I need a moment." ); break; } } else if( dialog == SquireDialogTree.WhatShouldISteal ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Point me to the target, " + squire.m_MasterNickname + ", I'll steal it on your command." ); break; case 4: squire.Emote( "*Awaits stealing orders.*" ); break; case 3: squire.Say( "Point to the target, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "Point to the item, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", what's the target?" ); break; case 0: squire.Say( "What should I steal?" ); break; } } else if( dialog == SquireDialogTree.LearnsFromContract ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That's great, " + squire.m_MasterNickname + ", I feel like I know so much more!" ); break; case 4: squire.Emote( "*Feels much more intelligent.*" ); break; case 3: squire.Say( "Thank you, " + squire.m_MasterNickname + ", I've learned a lot!" ); break; case 2: squire.Say( "I've learned so much, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I feel smarter!" ); break; case 0: squire.Say( "I feel more intelligent already!" ); break; } } else if( dialog == SquireDialogTree.RefusesToLootPlayers ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "No can do, " + squire.m_MasterNickname + ", I would be going against the virtues." ); break; case 4: squire.Emote( "*Feels very uneasy about looting this person.*" ); break; case 3: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I simply cannot loot them." ); break; case 2: squire.Say( "This would be wrong, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I don't feel right looting this person." ); break; case 0: squire.Say( "I refuse to loot a player." ); break; } } else if( dialog == SquireDialogTree.UnequipsTwoHandedForShield ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Thanks, " + squire.m_MasterNickname + ", please take this two handed weapon back in exchange!" ); break; case 4: squire.Emote( "*Trades the two handed weapon they were using for the shield.*" ); break; case 3: squire.Say( "Thank you, " + squire.m_MasterNickname + ", please take this two handed weapon back." ); break; case 2: squire.Say( "With this shield, I can no longer use that two handed weapon you gave me, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I'm no longer using that two handed weapon you gave me." ); break; case 0: squire.Say( "I've removed the two handed weapon I was holding." ); break; } } else if( dialog == SquireDialogTree.FirstHandMissing ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Sorry, " + squire.m_MasterNickname + ", I seem to have lost the item!" ); break; case 4: squire.Emote( "*Rifles through their backpack unable to locate the item.*" ); break; case 3: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I seem to have lost the item you want me to hold." ); break; case 2: squire.Say( "Where did I put it, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I can't seem to find the first item I'm to hold." ); break; case 0: squire.Say( "I can't seem to find what I'm supposed to be holding in my first hand..." ); break; } } else if( dialog == SquireDialogTree.SecondHandMissing ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Sorry, " + squire.m_MasterNickname + ", I seem to have lost the item!" ); break; case 4: squire.Emote( "*Rifles through their backpack unable to locate the item.*" ); break; case 3: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I seem to have lost the item you want me to hold." ); break; case 2: squire.Say( "Where did I put it, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I can't seem to find the item I'm to hold." ); break; case 0: squire.Say( "I can't seem to find what I'm supposed to be holding in my second hand..." ); break; } } else if( dialog == SquireDialogTree.EmptyHands ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Okay, " + squire.m_MasterNickname + ", I'll go barehanded!" ); break; case 4: squire.Emote( "*Clenches fists, punching the air before them.*" ); break; case 3: squire.Say( "Alright, " + squire.m_MasterNickname + ", I'll fight empty handed." ); break; case 2: squire.Say( "Bare handed I go, " + squire.m_MasterNickname + "!" ); break; case 1: squire.Say( squire.m_MasterNickname + ", I suppose wrestling will be my skill then?" ); break; case 0: squire.Say( "Guess I'm going empty handed!" ); break; } } else if( dialog == SquireDialogTree.SuccessfulSetCreation ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Okay, " + squire.m_MasterNickname + ", I'll fight with bravery!" ); break; case 4: squire.Emote( "*Grips equipment accepting their place.*" ); break; case 3: squire.Say( "Alright, " + squire.m_MasterNickname + ", I'll fight with these." ); break; case 2: squire.Say( "Weapon set created, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I will use these weapons bravely." ); break; case 0: squire.Say( "Alright, set created!" ); break; } } else if( dialog == SquireDialogTree.Unarmed ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Okay, " + squire.m_MasterNickname + ", I've unarmed myself." ); break; case 4: squire.Emote( "*Places equipment away in their backpack.*" ); break; case 3: squire.Say( "Alright, " + squire.m_MasterNickname + ", I've stored my equipment." ); break; case 2: squire.Say( "Equipment has been stored, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I have unequipped myself." ); break; case 0: squire.Say( "Alright, I've put the items I was holding in my backpack." ); break; } } else if( dialog == SquireDialogTree.SpiritSpeakSuccess ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Okay, " + squire.m_MasterNickname + ", let's hear the spirits." ); break; case 4: squire.Emote( "*Humms a mantra as they begin communing with spirits.*" ); break; case 3: squire.Say( "So, " + squire.m_MasterNickname + ", I can talk to spirits." ); break; case 2: squire.Say( "I've done it, " + squire.m_MasterNickname + ", I've channeled the spirit world." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I can now commune with ghosts." ); break; case 0: squire.Say( "I've successfully channeled the spirit world." ); break; } } else if( dialog == SquireDialogTree.SpiritSpeakFail ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'm sorry, " + squire.m_MasterNickname + ", I cannot hear the spirits." ); break; case 4: squire.Emote( "*Grimaces as they fail to channel the spirit world.*" ); break; case 3: squire.Say( "Sorry, " + squire.m_MasterNickname + ", I cannot speak with spirits." ); break; case 2: squire.Say( "I have failed, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( squire.m_MasterNickname + ", I am unable to commune with ghosts." ); break; case 0: squire.Say( "I've failed to channel the spirit world." ); break; } } else if( dialog == SquireDialogTree.TooSoonToSpiritSpeak ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't channel again so soon." ); break; case 4: squire.Emote( "*Attempts to channel the spirits but fails.*" ); break; case 3: squire.Say( "My connection with the spirit world is weak." ); break; case 2: squire.Say( "I cannot attempt to channel spirits again this soon, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( "The channels are weak, I need time." ); break; case 0: squire.Say( "It is too soon to try to commune with spirits again, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.SpiritChannelFades ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can no longer talk to the spirits." ); break; case 4: squire.Emote( "*Feels their connection with the spirits fade.*" ); break; case 3: squire.Say( "The channel I had to the spirit world has faded." ); break; case 2: squire.Say( "My connection to the spirit world is gone, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( "My communion with the spirit world has ended." ); break; case 0: squire.Say( "My channel to the spirit world is fading, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.StillConnectedToSpirits ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I am still able to talk to the spirits." ); break; case 4: squire.Emote( "*Is still connected to the spirits.*" ); break; case 3: squire.Say( "The channel I had to the spirit world is currently active." ); break; case 2: squire.Say( "My connection to the spirit world is still active, " + squire.m_MasterNickname + "." ); break; case 1: squire.Say( "My communion with the spirit world is still channelled." ); break; case 0: squire.Say( "My channel to the spirit world is still in tact, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.OpenQuiver ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Look at the contents of my quiver if you want." ); break; case 4: squire.Emote( "*Proudly opens their quiver to you.*" ); break; case 3: squire.Say( "I am sure your backpack's contents are more interesting than my quiver." ); break; case 2: squire.Say( "Here is what your little " + squire.m_SquireNickname + " is holding." ); break; case 1: squire.Say( "Y-you'd like to see my what? Oh, my quiver." ); break; case 0: squire.Say( "Here is what is in my quiver." ); break; } } else if( dialog == SquireDialogTree.NotAQuiver ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Are you okay, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Briefly looks over their shoulder at their back.*" ); break; case 3: squire.Say( "I do not believe I am wearing a quiver, " + squire.m_MasterNickname + "." ); break; case 2: squire.Say( "There is no quiver on my back." ); break; case 1: squire.Say( "I apologize, " + squire.m_MasterNickname + ", but I am not holding a quiver." ); break; case 0: squire.Say( "I am not wearing a quiver, though." ); break; } } else if( dialog == SquireDialogTree.PoisonToApply ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "What poison should be used, " + squire.m_MasterNickname + "?" ); break; case 4: squire.Emote( "*Is ready for you to choose the poison for them to use.*" ); break; case 3: squire.Say( "Which bottle should I use, " + squire.m_MasterNickname + "?" ); break; case 2: squire.Say( "Which poison should I use?" ); break; case 1: squire.Say( "What poison do you want me to use, " + squire.m_MasterNickname + "?" ); break; case 0: squire.Say( "What poison should I use?" ); break; } } else if( dialog == SquireDialogTree.ApplyPoisonTo ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "What needs some poison, " + squire.m_MasterNickname + "?" ); break; case 4: squire.Emote( "*Readies their poison.*" ); break; case 3: squire.Say( "What would you have me poison, " + squire.m_MasterNickname + "?" ); break; case 2: squire.Say( "What is it I should poison?" ); break; case 1: squire.Say( "What should I poison, " + squire.m_MasterNickname + "?" ); break; case 0: squire.Say( "What would you like me to apply the poison to?" ); break; } } else if( dialog == SquireDialogTree.NotAPoisonPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "That is not poison, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Is confused by that not being poison.*" ); break; case 3: squire.Say( "I see no poison here." ); break; case 2: squire.Say( "That doesn't appear to be poison." ); break; case 1: squire.Say( "Are you sure that's poison, " + squire.m_MasterNickname + "?" ); break; case 0: squire.Say( "That is not a poison potion." ); break; } } else if( dialog == SquireDialogTree.TooFarToPoison ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "You're a little too far for that, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Eyes the distance between you two.*" ); break; case 3: squire.Say( "I cannot poison something so far away." ); break; case 2: squire.Say( "Your backpack is a little too far away for me to reach." ); break; case 1: squire.Say( "Could you come closer, " + squire.m_MasterNickname + "?" ); break; case 0: squire.Say( "You're too far away for me to use that." ); break; } } else if( dialog == SquireDialogTree.CannotPoisonNotInfectious ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I cannot poison that, it is not infectious, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Is unable to poison that item.*" ); break; case 3: squire.Say( "It is impossible for me to poison that." ); break; case 2: squire.Say( "I cannot poison something that cannot be infected." ); break; case 1: squire.Say( "That is not infectious, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I am sorry, " + squire.m_MasterNickname + ", but I cannot poison something that is not infectious." ); break; } } else if( dialog == SquireDialogTree.CannotPoisonNotBPFoD ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I cannot poison that, it is not bladed, piercing, food or drink, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Is unable to poison that item.*" ); break; case 3: squire.Say( "It is impossible for me to poison that." ); break; case 2: squire.Say( "I cannot poison something that is not bladed, piercing, food or drink." ); break; case 1: squire.Say( "That is not bladed, piercing, food or drink, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I am sorry, " + squire.m_MasterNickname + ", but I cannot poison something that is not bladed, piercing, or food or drink." ); break; } } else if( dialog == SquireDialogTree.PoisoningSuccess ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It was a success, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Grins as their poisoning succeeds.*" ); break; case 3: squire.Say( "The item has been poisoned." ); break; case 2: squire.Say( "Poisoning has happened successfully." ); break; case 1: squire.Say( "I've applied the poison, " + squire.m_MasterNickname + "!" ); break; case 0: squire.Say( "I've succeeded in applying the poison!" ); break; } } else if( dialog == SquireDialogTree.PoisoningFailure ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "It was a failure, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Grimaces as they fail their poisoning.*" ); break; case 3: squire.Say( "The item has not been poisoned." ); break; case 2: squire.Say( "Poisoning has failed successfully." ); break; case 1: squire.Say( "I've failed to applied the poison, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I have failed to apply a sufficient amount of poison." ); break; } } else if( dialog == SquireDialogTree.TerribleMistake ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I have made a terrible mistake, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Grimaces as they poison themselves.*" ); break; case 3: squire.Say( "I got some in my mouth!" ); break; case 2: squire.Say( "I need a cure potion quickly!" ); break; case 1: squire.Say( "I've failed, and made a terrible mistake, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I have made a terrible mistake while applying this poison." ); break; } } else if( dialog == SquireDialogTree.NoAnkhNearby ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I'll need to be a little more closer to an ankh in order to tithe, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Wonders if they're expected to tithe their gold to the ground.*" ); break; case 3: squire.Say( "I don't seem to be near an ankh." ); break; case 2: squire.Say( "Sorry, I need to be closer to an ankh in order to tithe my gold." ); break; case 1: squire.Say( "I am not close enough to an ankh, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I must be near an ankh to tithe." ); break; } } else if( dialog == SquireDialogTree.TitheSuccess ) { switch( Utility.Random( 6 ) ) { case 5: squire.Emote( "*Lays their gold before the ankh, praying for good fortune.*" ); break; case 4: squire.Emote( "*Tithes gold as a sign of devotion.*" ); break; case 3: squire.Emote( "*Prays to the shrine, tithing their gold.*" ); break; case 2: squire.Emote( "*Tithes their gold to the ankh.*" ); break; case 1: squire.Emote( "*Prays for good fortune as they tithe their gold.*" ); break; case 0: squire.Emote( "*Mutters a prayer as they tithe their gold.*" ); break; } } else if( dialog == SquireDialogTree.NoGoldToTithe ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I will require more gold to tithe, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Checks their backpack thuroughly for gold to tithe.*" ); break; case 3: squire.Say( "There is no gold in my backpack which I may tithe." ); break; case 2: squire.Say( "Sorry, in order to tithe gold, first I must have gold to tithe." ); break; case 1: squire.Say( "May I have some funds to tithe, " + squire.m_MasterNickname + "?" ); break; case 0: squire.Say( "I lack funds." ); break; } } else if( dialog == SquireDialogTree.NotEnoughTithe ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I am too low on tithing points, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Is disappointed in their lack of tithing points.*" ); break; case 3: squire.Say( "I might not be devoted enough to cast this, I will need to tithe more." ); break; case 2: squire.Say( "Sorry, I lack the tithing points required to cast this." ); break; case 1: squire.Say( "I will need more tithe points to cast that, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I am too low on tithing points to cast this." ); break; } } else if( dialog == SquireDialogTree.NotEnoughMana ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I am too low on mana, " + squire.m_MasterNickname + "." ); break; case 4: squire.Emote( "*Lacks the mana required to cast this.*" ); break; case 3: squire.Say( "I am low on mana." ); break; case 2: squire.Say( "Sorry, I lack the mana required to cast this." ); break; case 1: squire.Say( "I will need more mana to cast that, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I am too low on mana to cast this." ); break; } } else if( dialog == SquireDialogTree.NoChivalryBook ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I would struggle casting that, " + squire.m_MasterNickname + ", I need a chivalry book." ); break; case 4: squire.Emote( "*Does not have a chivalry book.*" ); break; case 3: squire.Say( "Will need a chivalry book to cast this." ); break; case 2: squire.Say( "Sorry, I don't seem to have a book of chivalry on me." ); break; case 1: squire.Say( "I am unfamiliar with that spell, " + squire.m_MasterNickname + ", I will need a chivalry book." ); break; case 0: squire.Say( "I will need a book of chivalry to cast that." ); break; } } else if( dialog == SquireDialogTree.TooSoonToMeditate ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I cannot concentrate on meditating again this soon." ); break; case 4: squire.Emote( "*Becomes too infuriated to meditate.*" ); break; case 3: squire.Say( "Give me some time, please." ); break; case 2: squire.Say( "I need a moment." ); break; case 1: squire.Say( "I will not attempt to meditate again this soon, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "It's a little too soon for me to attempt meditating, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.TooSoonToCastASpell ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I can't concentrate on casting another spell this soon." ); break; case 4: squire.Emote( "*Cannot concentrate on casting another spell this soon.*" ); break; case 3: squire.Say( "Give me some time, please." ); break; case 2: squire.Say( "I need a moment." ); break; case 1: squire.Say( "I will not attempt to cast a spell again this soon, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "It's a little too soon for me to attempt casting another spell, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.NotEnoughSpellSkill ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I lack the knowledge to cast this." ); break; case 4: squire.Emote( "*Is not confident in their ability to cast this spell.*" ); break; case 3: squire.Say( "I am not confident in my ability to cast this yet." ); break; case 2: squire.Say( "I lack the knowledge to cast this yet." ); break; case 1: squire.Say( "I will need to get better at this skill first, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I am not skilled enough to cast that yet, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.NoExplosionPotion ) { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "I don't seem to have one." ); break; case 4: squire.Emote( "*Checks their backpack for an explosion potion.*" ); break; case 3: squire.Say( "It's hard for me to throw what I don't have." ); break; case 2: squire.Say( "Do you have an explosion potion for me?" ); break; case 1: squire.Say( "I might need an explosion potion to throw, " + squire.m_MasterNickname + "." ); break; case 0: squire.Say( "I don't seem to have an explosion potion, " + squire.m_MasterNickname + "." ); break; } } else if( dialog == SquireDialogTree.SquireHasANewTeam ) // Added 1.9.7 { switch( Utility.Random( 6 ) ) { case 5: squire.Say( "Let me try screaming it... GO " + squire.m_SquireTeam.ToUpper() + "!" ); squire.Say( "Yeah, that works!" ); break; case 4: squire.Emote( "*Is more than excited to be a part of " + squire.m_SquireTeam + "!*" ); break; case 3: squire.Say( squire.m_SquireTeam + ", huh? I will try to get along with them!" ); break; case 2: squire.Say( "I am certain I will get used to the team " + squire.m_SquireTeam + "." ); break; case 1: squire.Say( squire.m_SquireTeam + ", let's do this!" ); break; case 0: squire.Say( "Alright, I will belong to " + squire.m_SquireTeam + " from now on." ); break; } } }
public HealTarget(Mobile from, Squire squire) : base(20, false, TargetFlags.None) { m_Squire = squire; from.SendMessage("Who would you like " + squire.Name + " to heal?"); }