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leafbarrett

siren text v0.2

Mar 12th, 2017
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  1. public override string GetChat()
  2. {
  3.     int angler = NPC.FindFirstNPC(NPCID.Angler);
  4.     int dryad = NPC.FindFirstNPC(NPCID.Dryad);
  5.     int mechanic = NPC.FindFirstNPC(NPCID.Mechanic);
  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.     int nurse = NPC.FindFirstNPC(NPCID.Nurse);
  12.     int pirate = NPC.FindFirstNPC(NPCID.Pirate);
  13.     double playerHP = (double)Main.player[Main.myPlayer].statLife;
  14.     double playerMaxHP = (double)Main.player[Main.myPlayer].statLifeMax2;
  15.     string playerName = Main.player[Main.myPlayer].name;
  16.    
  17.     //if siren is nearly dead
  18.     if(npc.life < (int)(npc.lifeMax/3)){
  19.         if(nurse >= 0 && Main.rand.Next(4) == 0)
  20.         {
  21.             return "(beta) " + playerName + ", please, go find " + Main.npc[nurse].displayName + "...";
  22.         }
  23.         //if both player and siren are nearly dead
  24.         else if (playerHP < playerMaxHP * 0.33){
  25.             switch (Main.rand.Next(3))
  26.             {
  27.                 case 0:
  28.                     return "(placeholder) both crit 1";
  29.                 case 1:
  30.                     return "(placeholder) both crit 2";
  31.                 default:
  32.                     return "(placeholder) both crit default";
  33.             }
  34.         }
  35.         //if only siren is nearly dead
  36.         switch (Main.rand.Next(3))
  37.         {
  38.             case 0:
  39.                 return "(placeholder) siren crit 1";
  40.             case 1:
  41.                 return "(placeholder) siren crit 2";
  42.             default:
  43.                 return "I can't take much more of this... Even goddesses have their limits...";
  44.         }
  45.     }
  46.     //if player is nearly dead
  47.     else if (playerHP < playerMaxHP * 0.33){
  48.         if(nurse >= 0 && Main.rand.Next(4) == 0)
  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.             case 1:
  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 "(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.     {
  69.         if (playerHP < playerMaxHP * 0.67){
  70.             if(nurse >= 0){
  71.                 switch (Main.rand.Next(9))
  72.                 {
  73.                     case 0:
  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.                         return "That injury looks pretty bad... I think you should go get" + Main.npc[nurse].displayName + " to patch that up.";
  77.                     default:
  78.                         break;
  79.                 }
  80.             }
  81.             switch (Main.rand.Next(7))
  82.             {
  83.                 case 0:
  84.                     return "Are you okay, " + playerName + "? You're limping...";
  85.                 case 1:
  86.                     return "That gash looks pretty bad. Hold on, there should be a healing potion around here somewhere, I think...";
  87.                 case 2:
  88.                     return "You look like you're in pain, " + playerName + "... Maybe you should hang back for a bit until you're feeling better.";
  89.                 default:
  90.                     break;
  91.             }
  92.         }
  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.         }
  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.         {
  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.             default:
  104.                 return "(beta) I'm not feeling so well. Things have been surprisingly harsh lately.";
  105.         }
  106.     }
  107.     //if player HP is low
  108.     else if (playerHP < playerMaxHP * 0.67){
  109.         if(nurse >= 0){
  110.             switch (Main.rand.Next(9))
  111.             {
  112.                 case 0:
  113.                     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.";
  114.                 case 1:
  115.                     return "That injury looks pretty bad... I think you should go get " + Main.npc[nurse].displayName + " to patch that up.";
  116.                 default:
  117.                     break;
  118.             }
  119.         }
  120.         switch (Main.rand.Next(7))
  121.         {
  122.             case 0:
  123.                 return "Are you okay, " + playerName + "? You're limping...";
  124.             case 1:
  125.                 return "That gash looks pretty bad. Hold on, there should be a healing potion around here somewhere, I think...";
  126.             case 2:
  127.                 return "You look like you're in pain, " + playerName + "... Maybe you should hang back for a bit until you're feeling better.";
  128.             default:
  129.                 break;
  130.         }
  131.     }
  132.     //if solar eclipse
  133.     else if(Main.eclipse){
  134.         switch (Main.rand.Next(4))
  135.         {
  136.             case 0:
  137.                 return "(placeholder) eclipse 1";
  138.             case 1:
  139.                 return "(placeholder) eclipse 2";
  140.             case 2:
  141.                 return "(placeholder) eclipse 3";
  142.             default:
  143.                 return "(placeholder) eclipse default";
  144.         }
  145.     }
  146.     //if blood moon
  147.     else if(Main.bloodMoon){
  148.         if(nurse >= 0 && mechanic >= 0 && Main.rand.Next(5) == 0){
  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.         }
  151.         else if(nurse >= 0 && Main.rand.Next(4) == 0){
  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.         }
  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. }
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