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1-
if(npc.life < (int)(npc.lifeMax/3)){
1+
public override string GetChat()
2-
	if(nurse >= 0 && Main.rand.Next(4) == 0)
2+
3
	int angler = NPC.FindFirstNPC(NPCID.Angler);
4-
		return Main.player[Main.myPlayer].name + ", please, go find " + Main.npc[nurse].displayName + "...";
4+
	int dryad = NPC.FindFirstNPC(NPCID.Dryad);
5
	int mechanic = NPC.FindFirstNPC(NPCID.Mechanic);
6-
	//if both player and siren are nearly dead
6+
	int tinkerer = NPC.FindFirstNPC(NPCID.GoblinTinkerer);
7
	int guide = NPC.FindFirstNPC(NPCID.Guide);
8
	int dealer = NPC.FindFirstNPC(NPCID.ArmsDealer);
9
	int cyborg = NPC.FindFirstNPC(NPCID.Cyborg);
10
	int steampunker = NPC.FindFirstNPC(NPCID.Steampunker);
11-
				return "placeholder both crit 2";
11+
	int nurse = NPC.FindFirstNPC(NPCID.Nurse);
12
	int pirate = NPC.FindFirstNPC(NPCID.Pirate);
13-
				return "placeholder both crit 3";
13+
	double playerHP = (double)Main.player[Main.myPlayer].statLife;
14
	double playerMaxHP = (double)Main.player[Main.myPlayer].statLifeMax2;
15-
				return "placeholder both crit 1";
15+
	string playerName = Main.player[Main.myPlayer].name;
16
	
17
	//if siren is nearly dead
18-
	//if only siren is nearly dead
18+
	if(npc.life < (int)(npc.lifeMax/3)){
19-
	switch (Main.rand.Next(3))
19+
		if(nurse >= 0 && Main.rand.Next(4) == 0)
20
		{
21
			return "(beta) " + playerName + ", please, go find " + Main.npc[nurse].displayName + "...";
22-
			return "placeholder siren crit 2";
22+
23
		//if both player and siren are nearly dead
24-
			return "placeholder siren crit 3";
24+
		else if (playerHP < playerMaxHP * 0.33){
25
			switch (Main.rand.Next(3))
26-
			return "I can't take much more of this... Even goddesses have their limits...";
26+
27
				case 0:
28-
}
28+
					return "(placeholder) both crit 1";
29-
//if player is nearly dead
29+
30-
else if (playerHP < playerMaxHP * 0.33){
30+
					return "(placeholder) both crit 2";
31-
	if(nurse >= 0 && Main.rand.Next(4) == 0)
31+
32
					return "(placeholder) both crit default";
33-
		return "Oh my gosh, " + Main.player[Main.myPlayer].name + "! Someone, get " + Main.npc[nurse].displayName + " over here, now!";
33+
34
		}
35-
	switch (Main.rand.Next(3))
35+
		//if only siren is nearly dead
36
		switch (Main.rand.Next(3))
37
		{
38-
			return "placeholder player crit 2";
38+
39
				return "(placeholder) siren crit 1";
40-
			return "placeholder player crit 3";
40+
41
				return "(placeholder) siren crit 2";
42-
			return "Stay close to me, " + Main.player[Main.myPlayer].name + ". I'll protect you.";
42+
43
				return "I can't take much more of this... Even goddesses have their limits...";
44-
}
44+
45-
//if alien invasion
45+
46-
//if siren HP is low
46+
	//if player is nearly dead
47-
else if(npc.life < (int)(2*npc.lifeMax/3))
47+
48
		if(nurse >= 0 && Main.rand.Next(4) == 0)
49-
	if (playerHP < playerMaxHP * 0.67){
49+
50
			return "(beta) Oh my gosh, " + playerName + "! Someone, get " + Main.npc[nurse].displayName + " over here, now!";
51
		}
52
		switch (Main.rand.Next(3))
53
		{
54
			case 0:
55
				return "You're pushing yourself way too hard, " + playerName + "! Stay here until you've healed!";
56-
					return "That injury looks pretty bad... I think you should go get" + Main.npc[nurse].displayName + " to patch that up.";
56+
57
				return "(placeholder) player crit 2";
58
			default:
59
				return "(beta) Stay close to me, " + playerName + ", I'll protect you.";
60
		}
61
	}
62
	//if alien invasion
63
	else if(Main.invasionType == 4){
64-
				return "Are you okay, " + Main.player[Main.myPlayer].name + "? You're limping...";
64+
		return "(placeholder) What's going on?! Who are these creatures, where are they coming from?!";
65
	}
66
	//if siren HP is low
67
	else if(npc.life < (int)(2*npc.lifeMax/3))
68-
				return "You look like you're in pain, " + Main.player[Main.myPlayer].name + "... Maybe you should hang back for a bit until you're feeling better.";
68+
69
		if (playerHP < playerMaxHP * 0.67){
70
			if(nurse >= 0){
71
				switch (Main.rand.Next(9))
72
				{
73-
	if(dealer >= 0 && Main.rand.Next(4) == 0){
73+
					case 0:
74-
		return "If " + Main.npc[dealer].displayName + " sells guns, then why do I rarely see him using one? I can't fight off every hostile creature alone...";
74+
						return "Are you alright? Maybe you should go see " + Main.npc[nurse].displayName + ". I know she's rude, but she IS good at her job.";
75
					case 1:
76-
	else if(nurse >= 0 && Main.rand.Next(3) == 0){
76+
						return "That injury looks pretty bad... I think you should go get" + Main.npc[nurse].displayName + " to patch that up.";
77-
		return "Have you seen " + Main.npc[nurse].displayName + " around today? This cut is deeper than I realized.";
77+
					default:
78
						break;
79-
	switch (Main.rand.Next(2))
79+
				}
80
			}
81
			switch (Main.rand.Next(7))
82-
			return "You wouldn't happen to have any spare healing potions, would you, " + Main.npc[dealer].displayName + "? I'm actually hurting a little right now...";
82+
83
				case 0:
84-
			return "I'm not feeling so well. Things have been surprisingly harsh lately.";
84+
					return "Are you okay, " + playerName + "? You're limping...";
85
				case 1:
86-
}
86+
					return "That gash looks pretty bad. Hold on, there should be a healing potion around here somewhere, I think...";
87-
//if player HP is low
87+
				case 2:
88-
else if (playerHP < playerMaxHP * 0.67){
88+
					return "You look like you're in pain, " + playerName + "... Maybe you should hang back for a bit until you're feeling better.";
89-
	if(nurse >= 0){
89+
90-
		switch (Main.rand.Next(9))
90+
91
			}
92
		}
93-
				return "Are you alright? Maybe you should go see " + Main.npc[nurse].displayName + ". I know she's rude, but she IS good at her job.";
93+
		if(dealer >= 0 && Main.rand.Next(4) == 0){
94
			return "(beta) If " + Main.npc[dealer].displayName + " sells guns, then why do I rarely see him using one? I can't fight off every hostile creature alone...";
95-
				return "That injury looks pretty bad... I think you should go get" + Main.npc[nurse].displayName + " to patch that up.";
95+
96
		else if(nurse >= 0 && Main.rand.Next(3) == 0){
97
			return "Have you seen " + Main.npc[nurse].displayName + " around today? This cut is deeper than I realized.";
98
		}
99
		switch (Main.rand.Next(2))
100-
	switch (Main.rand.Next(7))
100+
101
			case 0:
102
				return "You wouldn't happen to have any spare healing potions, would you, " + Main.npc[dealer].displayName + "? I'm actually hurting a little right now...";
103-
			return "Are you okay, " + Main.player[Main.myPlayer].name + "? You're limping...";
103+
104
				return "(beta) I'm not feeling so well. Things have been surprisingly harsh lately.";
105-
			return "That gash looks pretty bad. Hold on, there should be a healing potion around here somewhere, I think...";
105+
106
	}
107-
			return "You look like you're in pain, " + Main.player[Main.myPlayer].name + "... Maybe you should hang back for a bit until you're feeling better.";
107+
	//if player HP is low
108
	else if (playerHP < playerMaxHP * 0.67){
109-
			break;
109+
110
			switch (Main.rand.Next(9))
111-
}
111+
112-
//if solar eclipse
112+
113-
//if blood moon
113+
114-
//if pirate invasion
114+
115-
//general
115+
					return "That injury looks pretty bad... I think you should go get " + Main.npc[nurse].displayName + " to patch that up.";
116-
else if(cyborg >= 0 && steampunker >= 0 && Main.rand.Next(10) == 0){
116+
117-
	return Main.npc[dealer].displayName + " keeps asking me advice on how to sweep " + Main.npc[angler].displayName + " off her feet. I didn't realize humans had so much trouble with courtship. What about you? Do you need any dating advice?";
117+
118-
}
118+
119-
else if(dealer >= 0 && Main.rand.Next(9) == 0){
119+
120-
	return Main.npc[dealer].displayName + " could really stand to learn that it's only cute when I'm the one making moves... If I hear one more cheesy pickup line or innuendo from that man, I'm tossing him into the ocean.";
120+
121-
}
121+
122-
else if (angler >= 0 && Main.rand.Next(8) == 0)
122+
123
				return "Are you okay, " + playerName + "? You're limping...";
124-
	return "I'd strongly appreciate you have a word with " + Main.npc[angler].displayName + " about his hours. I had figured a moonlight swim would have been safe, but nooo...";
124+
125-
}
125+
126-
else if (dryad >= 0)
126+
127
				return "You look like you're in pain, " + playerName + "... Maybe you should hang back for a bit until you're feeling better.";
128-
	switch (Main.rand.Next(7))
128+
129
				break;
130
		}
131-
			return "Please let " + Main.npc[dryad].displayName + " know I apologize for last week. I didn't realize she actually thought she hid modesty beneath that overgrowth. Hmhmhm~";
131+
132
	//if solar eclipse
133-
			return Main.npc[dryad].displayName + " always uses her age for why she's always so serious, as if 500 years means anything - I'm 10 times that age! Between you and me, I think she just needs to loosen up a little.";
133+
	else if(Main.eclipse){
134
		switch (Main.rand.Next(4))
135-
			break;
135+
136
			case 0:
137-
}
137+
				return "(placeholder) eclipse 1";
138-
else if (mechanic >= 0 && tinkerer >= 0 && Main.rand.Next(5) == 0)
138+
139
				return "(placeholder) eclipse 2";
140-
	return "Look, I know that he keeps telling me to stop playing matchmaker, and I respect that... But " + Main.npc[tinkerer].displayName + " really WOULD be cute with " + Main.npc[mechanic].displayName + ", right?";
140+
141-
}
141+
				return "(placeholder) eclipse 3";
142-
else if (angler >= 0 && Main.rand.Next(4) == 0)
142+
143
				return "(placeholder) eclipse default";
144-
	return Main.npc[guide].displayName + "'s always asking me questions about what lies below the waves. With how much mankind knows about the rest of Terra, I never would have guessed that they knew so little about its oceans!";
144+
145-
}
145+
146-
switch (Main.rand.Next(3))
146+
	//if blood moon
147
	else if(Main.bloodMoon){
148-
	case 0:
148+
		if(nurse >= 0 && mechanic >= 0 && Main.rand.Next(5) == 0){
149-
		return "I'm glad we've been getting so friendly lately. Would you like a private concert later? ... Or, perhaps something more... interesting? Hmhmhm~";
149+
			return Main.npc[nurse].displayName + " and " + Main.npc[mechanic].displayName + " have been at each other's throats all night... I know everybody's on edge from the blood moon, but that's no reason to take it out on each other.";
150-
	case 1:
150+
151-
		return "placeholder 3";
151+
		else if(nurse >= 0 && Main.rand.Next(4) == 0){
152-
	default:
152+
			return "What's " + Main.npc[nurse].displayName + "'s problem? All I did was greet her and she bellowed at me as if I'd flooded her house or something...";
153-
		return "Oh, hello, " + Main.player[Main.myPlayer].name + "! Good to see you again. Are you well?";
153+
154
		else if(dryad >= 0 && Main.rand.Next(3) == 0){
155
			return "I don't understand why all the women here are so angry tonight... Even " + Main.npc[dryad].displayName + " has been snapping at people for no reason.";
156
		}
157
		switch (Main.rand.Next(2))
158
		{
159
			case 0:
160
				return "(placeholder) blood moon 1";
161
			default:
162
				return "(placeholder) blood moon default";
163
		}
164
	}
165
	//if pirate invasion
166
	else if(Main.bloodMoon){
167
		if(pirate >= 0 && Main.rand.Next(3) == 0){
168
			return "(placeholder) pirates with pirate town npc";
169
		}
170
		switch (Main.rand.Next(2))
171
		{
172
			case 0:
173
				return "(placeholder) pirates 1";
174
			default:
175
				return "(placeholder) You'd think that the pirates would have learned by now.";
176
		}
177
	}
178
	
179
	//general
180
	else if(cyborg >= 0 && steampunker >= 0 && Main.rand.Next(11) == 0){
181
		return Main.npc[dealer].displayName + " keeps asking me advice on how to sweep " + Main.npc[angler].displayName + " off her feet. I didn't realize humans had so much trouble with courtship. What about you? Do you need any dating advice?";
182
	}
183
	else if(dealer >= 0 && Main.rand.Next(10) == 0){
184
		return Main.npc[dealer].displayName + " could really stand to learn that it's only cute when I'm the one making moves... If I hear one more cheesy pickup line or innuendo from that man, I'm tossing him into the ocean.";
185
	}
186
	else if (Main.rand.Next(9) == 0)
187
	{
188
		if(angler >= 0)
189
		{
190
			return "I'd strongly appreciate you have a word with " + Main.npc[angler].displayName + " about his hours. I had figured a moonlight swim would have been safe, but nooo...";
191
		}
192
		else if(NPC.savedAngler){
193
			return "(beta) I wonder where the angler's gone off to? He didn't seem like the type to just pack his bags and leave... Is he okay?";
194
		}
195
		else{
196
			return "(placeholder) Have you seen a child wandering the beach? He looks lost.";
197
		}
198
	}
199
	else if (dryad >= 0 && Main.rand.Next(8) == 0)
200
	{
201
		return "Please let " + Main.npc[dryad].displayName + " know I apologize for last week. I didn't realize she actually thought she hid modesty beneath that overgrowth. Hmhmhm~";
202
	}
203
	else if (dryad >= 0 && Main.rand.Next(7))
204
	{
205
		return "(beta) " + Main.npc[dryad].displayName + " always uses her age for why she's always so serious, as if 500 years means anything - I'm 10 times that age! Between you and me, I think she just needs to loosen up a little.";
206
	}
207
	else if (mechanic >= 0 && tinkerer >= 0 && Main.rand.Next(6) == 0)
208
	{
209
		return "Look, I know that he keeps telling me to stop playing matchmaker, and I respect that... But " + Main.npc[tinkerer].displayName + " really WOULD be cute with " + Main.npc[mechanic].displayName + ", right?";
210
	}
211
	else if (angler >= 0 && Main.rand.Next(5) == 0)
212
	{
213
		return "(beta) " + Main.npc[guide].displayName + "'s always asking me questions about what lies below the waves. With how much mankind knows about the rest of Terra, I never would have guessed that they knew so little about its oceans!";
214
	}
215
	switch (Main.rand.Next(4))
216
	{
217
		case 0:
218
			return "I'm glad we've been getting so friendly lately. Would you like a private concert later? ... Or, perhaps something more... interesting? Hmhmhm~";
219
		case 1:
220
			return "(placeholder) generic 2";
221
		case 2:
222
			return "(placeholder) generic 3";
223
		default:
224
			return "(placeholder) Oh, hello, " + playerName + "! Good to see you again. Are you well?";
225
	}
226
}