public override void OnSpeech(SpeechEventArgs e) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion string playername = e.Mobile.Name; string speech = e.Speech.ToLower(); #region Player says "Hi" for (int i = 0; i < Greetings.Length; i++) { if (speech == Greetings[i]) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0} {1}, I am {2} a {3} do you want to assist?", dat_Greeting, playername, dat_verb1, dat_Creature1)); break; } case 1: { Say(String.Format("That {0} bottle. Oh, {1} {2}!", dat_adj1, dat_Greeting, playername)); break; } case 2: { Say(String.Format("{0}{1} are so..ah, uhm. {2} {3}", dat_adj1, dat_Creature1, dat_Greeting, playername)); break; } case 3: { Say(String.Format("{0} {1} {2}, AGH! My spell! {3} you are so distracting.", dat_Language1, dat_Language2, dat_Language3, playername)); break; } } } } #endregion #region Player says "Yes" or some other response for (int i = 0; i < Response.Length; i++) { if (speech == Response[i]) { if (m_ItemHasBeenReturned == true) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0} help me find my {1} bottle. It should be around here somewhere, just hand it to me.", playername, dat_noun1)); break; } case 1: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("{0} somewhere around here I have a {1} bottle.", playername, dat_noun1)); break; } case 2: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("I am {0} a {1} potion and need my {2} bottle.", dat_verb1, dat_adj1, dat_noun1)); break; } case 3: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("Maybe some blood of {0} would work. No I need a bottle of {1}.", dat_Creature1, dat_noun1)); break; } } //Choose Item Location int x = Location.X + Utility.RandomMinMax(-5, 5); int y = Location.Y + Utility.RandomMinMax(-5, 5); int z = Map.GetAverageZ(x, y); if (Map.CanFit(x, y, Location.Z, 1)) { Item item = new Bottle(); item.Name = String.Format("{0} bottle", dat_noun1); item.MoveToWorld(new Point3D(x, y, Location.Z), Map); m_ItemHasBeenReturned = false; ProfessorItemTimer t = new ProfessorItemTimer(); t.Start(); } else if (Map.CanFit(x, y, z, 1)) { Item item = new Bottle(); item.Name = String.Format("{0} bottle", dat_noun1); item.MoveToWorld(new Point3D(x, y, z), Map); m_ItemHasBeenReturned = false; ProfessorItemTimer t = new ProfessorItemTimer(); t.Start(); } } else { Say(String.Format("A bottle, {0} or {1}. Hurry any bottle will due!", dat_adj1, dat_noun1)); } } } #endregion }
public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { //The Welcome switch (Utility.Random(3)) //picks one of the following { case 0: { //m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("What would happen if I mixed {0} with {1}?", dat_noun1, dat_noun2); break; } case 1: { m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("This {0} potions will {1} the {2}", dat_adj1, dat_verb1, dat_DungeonRegion); break; } case 2: { Sentence = String.Format("After {0} my microscope, I can {2} the {2}.", dat_verb1, dat_verb2, dat_Other); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); ProfessorTimer t = new ProfessorTimer(); t.Start(); } } #endregion }
public override void OnSpeech(SpeechEventArgs e) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion string playername = e.Mobile.Name; string speech = e.Speech.ToLower(); #region Player says "Hi" for (int i = 0; i < Greetings.Length; i++) { if (speech == Greetings[i]) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0} {1}, do you want to play your favorite game?", dat_Greeting, playername, dat_verb1, dat_Creature1)); break; } case 1: { Say(String.Format("Would you like some {0} cookies?", dat_adj1)); break; } case 2: { Say(String.Format("I use a thimble to help sew that {0} coat.", dat_adj1)); break; } case 3: { Say(String.Format("May I sew up that {0} hole in your sock?", dat_adj1)); break; } } } } #endregion #region Play says "Yes" or some other response for (int i = 0; i < Response.Length; i++) { if (speech == Response[i]) { if (m_ItemHasBeenReturned == true) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0} hide your eyes, while I hide the {1} thimble. Then bring it to me.", playername, dat_adj1)); break; } case 1: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("{0} somewhere around here I have a {1} thimble.", playername, dat_adj1)); break; } case 2: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("Hot or Cold, find the hidden {0} thimble.", dat_adj1)); break; } case 3: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("Be a good {0} and find my {1} thimble.", dat_Creature1, dat_adj1)); break; } } //Choose Item Location int x = Location.X + Utility.RandomMinMax(-5, 5); int y = Location.Y + Utility.RandomMinMax(-5, 5); int z = Map.GetAverageZ(x, y); if (Map.CanFit(x, y, Location.Z, 1)) { Item item = new GoldRing(); item.Name = "Thimble"; item.MoveToWorld(new Point3D(x, y, Location.Z), Map); m_ItemHasBeenReturned = false; GrandmaItemTimer t = new GrandmaItemTimer(); t.Start(); } else if (Map.CanFit(x, y, z, 1)) { Item item = new GoldRing(); item.Name = "Thimble"; item.MoveToWorld(new Point3D(x, y, z), Map); m_ItemHasBeenReturned = false; GrandmaItemTimer t = new GrandmaItemTimer(); t.Start(); } } else { Say(String.Format("A thimble, {0} or {1}. Hurry any thimble will due!", dat_adj1, dat_adj2)); } } } #endregion }
public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC Welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { string Sentence = ""; string playername = m.Name; //The Welcome switch (Utility.Random(3)) //picks one of the following { case 0: { //m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("Welcome to Grandma's House, I missed you {0} {1}.", dat_adj1, playername); break; } case 1: { m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("{0}, I have a {1} cake {2} for you.", playername, dat_adj1, dat_verb1); break; } case 2: { Sentence = String.Format("I'm glad you left {0} and came to see dear old grandma.", dat_TownRegion); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); GrandmaTimer t = new GrandmaTimer(); t.Start(); } } #endregion }
public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC Welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { switch (Utility.Random(5)) //picks one of the following { case 0: { //madlib Sentence = String.Format("The old {0} sang '{1} {2} of {3}'.", dat_noun1, dat_Language1, dat_Language2, dat_Creature1); Sentence = Sentence + String.Format("{0} {1} {2} {3} ", dat_Language1, dat_Language2, dat_Creature1, dat_Language3); Sentence = Sentence + String.Format("{0} {1} {2} {3 }", dat_Language2, dat_Language3, dat_Creature2, dat_Language1); Sentence = Sentence + String.Format("{0} {1} {2} {3}.", dat_Language1, dat_Creature1, dat_Language3, dat_Language2); break; } case 1: { //madlib - Tennis Pirate http://www.writing.com/main/madlibs.php/item_id/1125009?blank_1=NOUN&blank_exists_1=1&blank_2=ADJ&blank_exists_2=1&blank_3=CAR&blank_exists_3=1&blank_4=PLURALNOUN&blank_exists_4=1&blank_5=CAR&blank_exists_5=1&blank_6=PART&blank_exists_6=1&blank_7=VERB-PAST&blank_exists_7=1&item_id=1125009&action=complete // "Grab your NOUN," called my dad. "We're going on a road trip!" //My sister and I were used to our parents' spontaneous, //ADJ decisions to take the family CAR for a drive, so we didn't worry. //We piled our suitcases and PLURALNOUN into the back of the CAR, //then climbed in ourselves. Our dad revved the PART, shifted into reverse, //and VERB-PAST out of the driveway. Sentence = String.Format("'Grab your {0}', called my {1}. 'We are going on a road trip!' ", dat_Armor, dat_Creature1); Sentence = Sentence + String.Format("My {0} sister and I were used to our parents' spontaneous, ", dat_adj1); Sentence = Sentence + String.Format("{0} decisions to take the family {1} for a drive, so we did not worry. ", dat_adj2, dat_noun1); Sentence = Sentence + String.Format("We pile out bags and {0}s into the back of the {1}, ", dat_noun2, dat_noun1); Sentence = Sentence + String.Format("then climbed in ourselves. Our {0} grabbed the reings, ", dat_Creature1); Sentence = Sentence + String.Format("and we {0} out of the barn.", dat_verbed1); break; } case 2: { //madlib - Puppy - http://www.writing.com/main/madlibs/item_id/1195190#sw //You aint nothin but a ANIMAL2 //VERB -ing all the NOUN2. //You aint nothin but a ANIMAL2 //VERB -ing all the NOUN2. //Well, you aint never caught a ANIMAL1 //And you aint no FRIEND1 of mine. Sentence = String.Format("You aint nothin but a {0}, ", dat_Creature1); Sentence = Sentence + String.Format("{0} all the {1}. ", dat_verbing1, dat_noun2); Sentence = Sentence + String.Format("You ain't nothin' but a {0}, ", dat_Creature1); Sentence = Sentence + String.Format("{0} all the {1}.", dat_verbing1, dat_noun2); Sentence = Sentence + String.Format("Well, you ain't never caught a {0}. ", dat_Creature2); Sentence = Sentence + String.Format("And you ain't no {0} of mine.", dat_noun1); break; } case 3: { //madlib - BRAD BAILEY'S http://members.aol.com/gametown2/games/Madlib.html //One day while I was VERB1 in the ROOM1 a ADJECTIVE1 NOUN1 fell through the roof. //It immediately jumped on the FURNITURE1 and knocked over the NOUN2. //Then it ran out the door into the ROOM2 and VERB2 a NOUN3 off the FURNITURE2. //It then knocked a glass of LIQUID1 off the coffee table. //After NUMBER1 minutes of chasing the NOUN1 through the house //I finally caught it and put it outside. It quickly climbed the nearest NOUN4. Sentence = String.Format("One day while I was {0} in the {1} a {2} {3} fell throught the roof. ", dat_verb1, dat_Room1, dat_adj1, dat_noun1); Sentence = Sentence + String.Format("It immediately jumped on the {0} and knocked over the {1} ", dat_Furniture1, dat_noun2); Sentence = Sentence + String.Format("It then knocked a glass of {0} off the coffee table. ", dat_Liquid1); Sentence = Sentence + String.Format("After {0} minutes of chasing the {1} through the house ", dat_Number1, dat_noun1); Sentence = Sentence + String.Format(" I finally caught it and put it outside. It quickly climbed in the nearest {0}.", dat_noun4); break; } case 4: { //madlib - Borealis Hummingbird http://www.writing.com/main/madlibs.php/item_id/1003828?blank_7=PLACE&blank_exists_7=1&blank_6=PASTVERB&blank_exists_6=1&blank_5=ADJECTIVE&blank_exists_5=1&blank_4=OBJECT&blank_exists_4=1&blank_2=EMOTION&blank_exists_2=1&blank_1=NAME&blank_exists_1=1&blank_3=ANIMAL&blank_exists_3=1&item_id=1003828&action=complete //NAME was a very EMOTION ANIMAL. //NAME had a OBJECT which was ADJECTIVE. //The ADJECTIVE OBJECT PASTVERB to PLACE, //and NAME went to look for it. //NAME finally reached PLACE, //but the OBJECT was nowhere to be found. //Eventually NAME went home and found the ADJECTIVE OBJECT in the sock drawer. Sentence = Sentence + String.Format("{0} was a very {1} {2}. ", m.Name, dat_adj1, dat_Creature1); Sentence = Sentence + String.Format("{0} has a {1} which was {2}. ", m.Name, dat_Armor, dat_adj1); Sentence = Sentence + String.Format("The {0} {1} {2} to {3}, ", dat_adj1, dat_Armor, dat_verbed1, dat_Other); Sentence = Sentence + String.Format("and {0} went to look for it. ", m.Name); Sentence = Sentence + String.Format("{0} finally reached {1} ", m.Name, dat_Other); Sentence = Sentence + String.Format("but the {0} was nowhere to be found. ", dat_Armor); Sentence = Sentence + String.Format("Eventually {0} went home and found the ", m.Name); Sentence = Sentence + String.Format("{0} {1} in the sock drawer.", dat_adj1, dat_Armor); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); BardSingerTimerTimer t = new BardSingerTimerTimer(); t.Start(); } } #endregion }
public override void OnSpeech(SpeechEventArgs e) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion string playername = e.Mobile.Name; string speech = e.Speech.ToLower(); #region Player says "Hi" for (int i = 0; i < Greetings.Length; i++) { if (speech == Greetings[i]) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0} {1}, do you want to play your favorite game?", dat_Greeting, playername, dat_verb1, dat_Creature1)); break; } case 1: { Say(String.Format("Would you like to play {0} cards?", dat_adj1)); break; } case 2: { Say(String.Format("People come from {0} to play cards here.", dat_TownRegion)); break; } case 3: { Say(String.Format("{0}, {1} want to play?", playername, dat_Greeting)); break; } } } } #endregion #region Play says "Yes" or some other response for (int i = 0; i < Response.Length; i++) { if (speech == Response[i]) { if (m_ItemHasBeenReturned == true) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0} draw a card and let me see it.", playername)); break; } case 1: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("{0} my {1} card vs your {2} card..", playername, dat_adj1, dat_adj1)); break; } case 2: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("Place your card back into my deck and let's see if you a winner.", dat_adj1)); break; } case 3: { dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("Be a good {0} and deal the cards.", dat_Creature1, dat_adj1)); break; } } //Choose Item Location int x = Location.X - 1; int y = Location.Y; int z = Map.GetAverageZ(x, y); if (Map.CanFit(x, y, Location.Z, 1)) { Item item = new PlayingCards(); item.Name = dat_PlayingCards; item.MoveToWorld(new Point3D(x, y, Location.Z), Map); m_ItemHasBeenReturned = false; HighCardBettyItemTimer t = new HighCardBettyItemTimer(); t.Start(); } else if (Map.CanFit(x, y, z, 1)) { Item item = new PlayingCards(); item.Name = dat_PlayingCards; item.MoveToWorld(new Point3D(x, y, z), Map); m_ItemHasBeenReturned = false; HighCardBettyItemTimer t = new HighCardBettyItemTimer(); t.Start(); } } else { Say(String.Format("Let me see the card, {0} or {1}. Hurry any card will due!", dat_adj1, dat_adj2)); } } } #endregion }
public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC Welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { //The Welcome switch (Utility.Random(3)) //picks one of the following { case 0: { //m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("We have the {0} quest for you.", dat_adj1); break; } case 1: { m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("{0} the {1} found a {2}.", dat_Creature1, dat_noun1, dat_Armor); break; } case 2: { Sentence = String.Format("{0} was missing from {1} and found near {2}", dat_Armor, dat_TownRegion, dat_DungeonRegion); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); QuestGiverTimer t = new QuestGiverTimer(); t.Start(); } } #endregion }
public override void OnSpeech(SpeechEventArgs e) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion string playername = e.Mobile.Name; string speech = e.Speech.ToLower(); #region Player says "Hi" for (int i = 0; i < Greetings.Length; i++) { if (speech == Greetings[i]) { switch (Utility.Random(4)) //picks one of the following { case 0: { Say(String.Format("{0}, {1} found {2}, would you like to look for something too?", dat_Greeting, dat_Creature1, dat_Armor)); break; } case 1: { Say(String.Format("A quest for {0} {1}? Just say 'YES'!", dat_adj1, playername)); break; } case 2: { Say(String.Format("{0} I have may quest for you, do you wish to join?", playername)); break; } case 3: { Say(String.Format("{0}, there are so many quest, just ask for one.", playername)); break; } } } } #endregion #region Play says "Yes" or some other response for (int i = 0; i < Response.Length; i++) { if (speech == Response[i]) { if (m_ItemHasBeenReturned == true) { QuestGiverItemTimer t = new QuestGiverItemTimer(); t.Start(); switch (Utility.Random(4)) //picks one of the following { case 0: { playername = char.ToUpper(playername[0]) + playername.Substring(1); string TheQuest = String.Format("QUEST: ({0} Minute Limit) - {1} is searching for a {2} near the {3} in Minoc. Find it before {4} and return it to the Quest Giver.", m_CountDown, playername, dat_MinocShopQuestItem, dat_MinocShop, playername); World.Broadcast(0x35, true, TheQuest); e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest)); break; } case 1: { string TheQuest = String.Format("QUEST: ({0} Minute Limit) - Find the {1} near the {2} in Minoc and return it to the Quest Giver, before {3} does.", m_CountDown, dat_MinocShopQuestItem, dat_MinocShop, playername); World.Broadcast(0x35, true, TheQuest); e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest)); break; } case 2: { string TheQuest = String.Format("QUEST: ({0} Minute Limit) - Help {1} in Minoc find the {2} near the {3}, return it to the Quest Giver.", m_CountDown, playername, dat_MinocShopQuestItem, dat_MinocShop); World.Broadcast(0x35, true, TheQuest); e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest)); break; } case 3: { string TheQuest = String.Format("QUEST: ({0} Minute Limit) - Lost in Minoc, is a {1}. Said to be near the {2}, {3} is seeking it out. Are you? Take it to the Quest Giver.", m_CountDown, dat_MinocShopQuestItem, dat_MinocShop, playername); World.Broadcast(0x35, true, TheQuest); e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest)); break; } } //Choose Item Location #region Randomly Pick Location switch (dat_MinocShop) //picks one of the following { case "Warrior's Battle Gear": x = 2525; y = 578; z = 0; break; case "Healing Hand": x = 2576; y = 603; z = 0; break; case "Bank of Minoc": x = 2505; y = 560; z = 0; break; case "The Forgery": x = 2470; y = 569; z = 5; break; case "The Slaughtered Cow": x = 2472; y = 458; z = 15; break; case "Gears and Gadgets": x = 2472; y = 458; z = 15; break; case "The Oak Throne": x = 2510; y = 482; z = 15; break; case "The Stretched Hide": x = 2523; y = 536; z = 0; break; case "The Barnacle": x = 2470; y = 413; z = 15; break; case "Minoc Town Hall": x = 2428; y = 536; z = 0; break; case "The Mystical Lute": x = 2432; y = 555; z = 0; break; case "The New World Order": x = 2482; y = 440; z = 15; break; case "The Old Miners' Supplies": x = 2459; y = 432; z = 15; break; case "The Golden Pick Axe": x = 2500; y = 440; z = 0; break; case "The Survival Shop": x = 2534; y = 560; z = 0; break; case "The Matewan": x = 2459; y = 492; z = 15; break; case "Stables": x = 2521; y = 379; z = 23; break; case "Counselor's Guild": x = 2436; y = 443; z = 15; break; default: //if all else fails drop item near by { x = Location.X + Utility.RandomMinMax(-5, 5); y = Location.Y + Utility.RandomMinMax(-5, 5); z = Map.GetAverageZ(x, y); break; } #endregion } x = x + Utility.RandomMinMax(-5, 5); y = y + Utility.RandomMinMax(-5, 5); if (Map.CanFit(x, y, Location.Z, 1)) { Item item = new OrnateAxe(); item.Name = dat_MinocShopQuestItem; item.MoveToWorld(new Point3D(x, y, Location.Z), Map); m_ItemHasBeenReturned = false; } else if (Map.CanFit(x, y, z, 1)) { Item item = new OrnateAxe(); item.Name = dat_MinocShopQuestItem; item.MoveToWorld(new Point3D(x, y, z), Map); m_ItemHasBeenReturned = false; } } else { e.Mobile.SendGump(new QuestTemplate(dat_MinocShopQuestItem, TheQuest)); Say(String.Format("The quest item has not been found. ")); } } } #endregion }
public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC Welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { switch (Utility.Random(3)) //picks one of the following { case 0: { //Sentence = ( FirstArticle + " " + FirstNoun + " " + Verb + " " + Preposition + " " + SecondArticle + " " + LastNoun + "."); m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("{0} do you know where {1} is?", m.Name, dat_Shrine); break; } case 1: { //Sentence = ( FirstNoun + " " + Verb + " " + Article + " " + Adjective + " " + LastNoun + "."); dat_TownRegion = char.ToUpper(dat_TownRegion[0]) + dat_TownRegion.Substring(1); Sentence = String.Format("{0} is a {1} {2} who lives in {3}.", m.Name, dat_adj1, dat_noun1, dat_TownRegion); break; } case 2: { //Sentence = ( First Article + " " + FirstNoun + " could " + Verb + " " + Adjective + " " + Player + "."); dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Sentence = String.Format("{0} {1} could {2} {3}.", dat_article1, dat_noun1, dat_verb1, m.Name); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); StoryTellerTimer t = new StoryTellerTimer(); t.Start(); } } #endregion }
public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { string Sentence = ""; switch (Utility.Random(3)) //picks one of the following { case 0: { //Sentence = Welcome Player m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format(" {0} {1}", dat_Greeting, m.Name); break; } case 1: { //Sentence = Player do you know where Shrine is? Sentence = String.Format("{0} do you know where {1} is?", m.Name, dat_Shrine); break; } case 2: { //Sentence = Player have you visisted Town? Sentence = String.Format("{0} have you visisted {1}?", m.Name, dat_noun1); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); ConversationalistTimer t = new ConversationalistTimer(); t.Start(); } } #endregion }
public override void OnSpeech(SpeechEventArgs e) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion //Mobile pm = (Mobile)e; string speech = e.Speech.ToLower(); //string ArmorName = ""; //int x; //int y; //int z; #region Player says "Hi" for (int i = 0; i < Greetings.Length; i++) { if (speech == Greetings[i]) { switch (Utility.Random(6)) //picks one of the following { case 0: { Say(String.Format("{0} do you know where {1} is?", e.Mobile.Name, dat_Shrine)); break; } case 1: { Say(String.Format("{0} do you know where {1}s are?", e.Mobile.Name, dat_noun1)); break; } case 2: { Say(String.Format("{0} have you visisted {1}?", e.Mobile.Name, dat_noun1)); break; } case 3: { Say(String.Format("{0} do you know where I can find {0}?", e.Mobile.Name, dat_Armor)); break; } case 4: { Say(String.Format("{0} do you need some armor?", e.Mobile.Name, dat_Armor)); break; } } } } #endregion #region Play says "Yes" if (speech == "yes") { switch (Utility.Random(3)) //picks one of the following { case 0: //Player did you go to Yew Cave and find fuzzy orcs? { Say(String.Format("{0} did you go to {1} and find {2} {3}?", e.Mobile.Name, dat_Other, dat_article1, dat_noun1)); break; } case 1: //Player when you go to Yew did you see any fuzzy orcs. { Say(String.Format("{0} when you go to {1}, did you see any {2} {3}", e.Mobile.Name, dat_TownRegion, dat_article1, dat_noun1)); break; } case 2: //Do you think fuzzy orcs live near Britain Graveyard { Say(String.Format("Do you think {0} {1}s and {2}s live near {3}'?", dat_adj1, dat_noun1, dat_noun2, dat_DungeonRegion)); break; } } } #endregion #region Play says "No" if (speech == "no") { switch (Utility.Random(3)) //picks one of the following { case 0: //Player watch out for fuzzy orcs saying "Hi". { Say(String.Format("{0}, watch out for {1} {2} saying, '{3}'.", e.Mobile.Name, dat_adj1, dat_noun1, dat_Greeting)); break; } case 1: { Say(String.Format("Can you help me find {0} near {1}?", dat_Armor, dat_DungeonRegion)); break; } case 2: { Say(String.Format("Have you been able to {0} a {1}?", dat_verb1, dat_Creature1)); break; } } } #endregion #region Player says "What" for (int i = 0; i < What.Length; i++) { if (speech == What[i]) { switch (Utility.Random(3)) //picks one of the following { case 0: { //Sentence = Player is a little ocr who lives in Minoc dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("{0} is a {1} {2} who lives in {3}.", e.Mobile.Name, dat_adj1, dat_noun1, dat_TownRegion)); break; } case 1: { //Sentence = A orc could beat player dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("{0} {1} could {2} {3}.", dat_article1, dat_noun1, dat_verb1, e.Mobile.Name)); break; } case 2: { //Sentence = I over heard Player say, "asdf asdf asd" to a orc dat_article1 = char.ToUpper(dat_article1[0]) + dat_article1.Substring(1); Say(String.Format("I over heard {0} say, '{1} {2} {3}' to a {4}.", e.Mobile.Name, dat_Language1, dat_Language2, dat_Language3, dat_Creature1)); break; } } } } #endregion //#region Player says "Armor" //for (int i = 0; i < Armor.Length; i++) // if (speech == Armor[i]) // { // switch (Utility.Random(7)) //picks one of the following // { // //Leather Chest,Leather Gloves,Leather Gorget,Leather Legs,Leather Shorts,Leather Skirt,Leather Cap // case 0: { pm.DropItem(new LeatherChest()); ArmorName = "Leather Chest"; break; } // case 1: { Item item = new LeatherGloves(); ArmorName = "Leather Gloves"; break; } // case 2: { Item item = new LeatherGloves(); ArmorName = "Leather Gorget"; break; } // case 3: { Item item = new LeatherLegs(); ArmorName = "Leather Legs"; break; } // case 4: { Item item = new LeatherShorts(); ArmorName = "Leather Shorts"; break; } // case 5: { Item item = new LeatherSkirt(); ArmorName = "Leather Skirt"; break; } // case 6: { Item item = new LeatherCap(); ArmorName = "Leather Cap"; break; } // } // switch (Utility.Random(4)) //picks one of the following // { // case 0: // { Say(String.Format("Try this {0}, it will {1} a {2} {3}.", ArmorName, dat_verb1, dat_adj1, dat_Creature1)); break; } // case 1: // { Say(String.Format("Let my find a {0} piece of leather.", dat_adj1)); break; } // case 2: // { Say(String.Format("{0} is the best I have {1}", ArmorName, e.Mobile.Name)); break; } // case 3: // { Say(String.Format("Take my {0}, it will help against {1} and {2}.", ArmorName, dat_Creature1, dat_Creature2)); break; } // } // } //#endregion }