public static string QuestSentence(Mobile m) { string sMainQuest = ""; string explorer = CharacterDatabase.GetQuestInfo(m, "StandardQuest"); if (CharacterDatabase.GetQuestState(m, "StandardQuest")) { string sPCTarget = ""; string sPCTitle = ""; string sPCName = ""; string sPCRegion = ""; int nPCDone = 0; int nPCFee = 0; string sPCWorld = ""; string sPCCategory = ""; string sPCStory = ""; string[] explorers = explorer.Split('#'); int nEntry = 1; foreach (string explorerz in explorers) { if (nEntry == 1) { sPCTarget = explorerz; } else if (nEntry == 2) { sPCTitle = explorerz; } else if (nEntry == 3) { sPCName = explorerz; } else if (nEntry == 4) { sPCRegion = explorerz; } else if (nEntry == 5) { nPCDone = Convert.ToInt32(explorerz); } else if (nEntry == 6) { nPCFee = Convert.ToInt32(explorerz); } else if (nEntry == 7) { sPCWorld = explorerz; } else if (nEntry == 8) { sPCCategory = explorerz; } else if (nEntry == 9) { sPCStory = explorerz; } nEntry++; } string sWorth = nPCFee.ToString("#,##0"); string sTheyCalled = sPCName; if (sPCTitle.Length > 0) { sTheyCalled = sPCTitle; } string sGiver = QuestCharacters.QuestGiverKarma(((PlayerMobile)m).KarmaLocked); string sWord1 = "you"; switch (Utility.RandomMinMax(0, 4)) { case 0: sWord1 = "a brave adventurer"; break; case 1: sWord1 = "an adventurer"; break; case 2: sWord1 = "you"; break; case 3: sWord1 = "someone"; break; case 4: sWord1 = "one willing"; break; } string sWord2 = "go to"; switch (Utility.RandomMinMax(0, 4)) { case 0: sWord2 = "go to"; break; case 1: sWord2 = "travel to"; break; case 2: sWord2 = "journey to"; break; case 3: sWord2 = "seek out"; break; case 4: sWord2 = "venture to"; break; } string sWord3 = "kill"; if (sPCCategory == "Item") { switch (Utility.RandomMinMax(0, 3)) { case 0: sWord3 = "find"; break; case 1: sWord3 = "seek"; break; case 2: sWord3 = "search for"; break; case 3: sWord3 = "bring back"; break; } } else { switch (Utility.RandomMinMax(0, 3)) { case 0: sWord3 = "eliminate"; break; case 1: sWord3 = "slay"; break; case 2: sWord3 = "kill"; break; case 3: sWord3 = "destroy"; break; } } sMainQuest = sGiver + " wants " + sWord1 + " to " + sWord2 + " " + sPCRegion + " in " + sPCWorld + " and " + sWord3 + " " + sTheyCalled + " for " + sWorth + " gold"; } return(sMainQuest); }
public static string QuestSentence(Mobile m) { string explorer = CharacterDatabase.GetQuestInfo(m, "FishingQuest"); string sMainQuest = ""; if (CharacterDatabase.GetQuestState(m, "FishingQuest")) { string sPCTarget = ""; string sPCTitle = ""; string sPCName = ""; string sPCRegion = ""; int nPCDone = 0; int nPCFee = 0; string sPCWorld = ""; string sPCCategory = ""; string sPCStory = ""; string[] explorers = explorer.Split('#'); int nEntry = 1; foreach (string explorerz in explorers) { if (nEntry == 1) { sPCTarget = explorerz; } else if (nEntry == 2) { sPCTitle = explorerz; } else if (nEntry == 3) { sPCName = explorerz; } else if (nEntry == 4) { sPCRegion = explorerz; } else if (nEntry == 5) { nPCDone = Convert.ToInt32(explorerz); } else if (nEntry == 6) { nPCFee = Convert.ToInt32(explorerz); } else if (nEntry == 7) { sPCWorld = explorerz; } else if (nEntry == 8) { sPCCategory = explorerz; } else if (nEntry == 9) { sPCStory = explorerz; } nEntry++; } string sWorth = nPCFee.ToString("#,##0"); string sTheyCalled = sPCName; if (sPCTitle.Length > 0) { sTheyCalled = sPCTitle; } string sGiver = QuestCharacters.QuestGiverKarma(((PlayerMobile)m).KarmaLocked); string sWord1 = "you"; switch (Utility.RandomMinMax(0, 4)) { case 0: sWord1 = "a brave sailor"; break; case 1: sWord1 = "a sailor"; break; case 2: sWord1 = "you"; break; case 3: sWord1 = "someone"; break; case 4: sWord1 = "one willing"; break; } string sWord2 = "go to"; switch (Utility.RandomMinMax(0, 4)) { case 0: sWord2 = "sail on"; break; case 1: sWord2 = "travel on"; break; case 2: sWord2 = "journey on"; break; case 3: sWord2 = "search on"; break; case 4: sWord2 = "venture on"; break; } string sWord3 = "kill"; if (sPCCategory == "Item") { string sBoat = "raft"; switch (Utility.RandomMinMax(0, 4)) { case 0: sBoat = "raft"; break; case 1: sBoat = "ship"; break; case 2: sBoat = "galleon"; break; case 3: sBoat = "barge"; break; case 4: sBoat = "vessel"; break; } string sTaken = "They lost it after"; switch (Utility.RandomMinMax(0, 4)) { case 0: sTaken = "They lost it after"; break; case 1: sTaken = "It was lost when"; break; case 2: sTaken = "They last saw it when"; break; case 3: sTaken = "It was last seen before"; break; case 4: sTaken = "They had it before"; break; } string sMonster = "a sea creature"; switch (Utility.RandomMinMax(0, 4)) { case 0: sMonster = "a sea creature"; break; case 1: sMonster = "a monster from the deep"; break; case 2: sMonster = "a creature from the sea"; break; case 3: sMonster = "a horror from the deep"; break; case 4: sMonster = "an ocean creature"; break; } string sHappened = "was attacked"; switch (Utility.RandomMinMax(0, 4)) { case 0: sHappened = "was attacked"; break; case 1: sHappened = "was sunk"; break; case 2: sHappened = "was destroyed"; break; case 3: sHappened = "was overturned"; break; case 4: sHappened = "was overrun"; break; } string sWord4 = sTaken + " their " + sBoat + " " + sHappened + " by " + sMonster; switch (Utility.RandomMinMax(0, 3)) { case 0: sWord3 = "find"; break; case 1: sWord3 = "seek"; break; case 2: sWord3 = "look for"; break; case 3: sWord3 = "bring back"; break; } sMainQuest = sGiver + " wants " + sWord1 + " to " + sWord2 + " " + sPCRegion + " in " + sPCWorld + " and " + sWord3 + " " + sTheyCalled + " for " + sWorth + " gold. " + sWord4; } else { switch (Utility.RandomMinMax(0, 3)) { case 0: sWord3 = "eliminate"; break; case 1: sWord3 = "slay"; break; case 2: sWord3 = "kill"; break; case 3: sWord3 = "destroy"; break; } sMainQuest = sGiver + " wants " + sWord1 + " to " + sWord2 + " " + sPCRegion + " in " + sPCWorld + " and " + sWord3 + " " + sTheyCalled + " for " + sWorth + " gold"; if (sPCName == "the Pirate Captain") { sMainQuest = sGiver + " wants " + sWord1 + " to " + sWord2 + " " + sPCRegion + " in " + sPCWorld + " and " + sWord3 + " " + sPCName + ", " + sPCTitle + ", for " + sWorth + " gold"; } } } return(sMainQuest); }