Add a default message for chatting to gnomes

Message is a reference to The Silver Chair. Most of the other races had
their own messages already, but gnomes would just default to discussing
dungeon exploration, which doesn't make that much sense most of the
times when you would be chatting to them in their own mines.

The quotation is edited from the source to reflect the dungeon
environment, but the sentiment is actually pretty spot-on given the
average player's win ratio.

Note: this doesn't interfere with the South Park gnome speech added to
3.6 a while ago; that only occurs when hallucinating and this only
occurs when not hallucinating.
This commit is contained in:
copperwater
2019-02-04 22:45:45 -05:00
committed by Patric Mueller
parent 6b389c385d
commit 598563dac3

View File

@@ -805,18 +805,25 @@ register struct monst *mtmp;
pline_msg = "talks about spellcraft.";
else if (ptr->mlet == S_CENTAUR)
pline_msg = "discusses hunting.";
else if (is_gnome(ptr) && Hallucination && (gnomeplan = rn2(4)) % 2)
/* skipped for rn2(4) result of 0 or 2;
gag from an early episode of South Park called "Gnomes";
initially, Tweek (introduced in that episode) is the only
one aware of the tiny gnomes after spotting them sneaking
about; they are embarked upon a three-step business plan;
a diagram of the plan shows:
Phase 1 Phase 2 Phase 3
Collect underpants ? Profit
and they never verbalize step 2 so we don't either */
verbl_msg = (gnomeplan == 1) ? "Phase one, collect underpants."
: "Phase three, profit!";
else if (is_gnome(ptr)) {
if (Hallucination && (gnomeplan = rn2(4)) % 2) {
/* skipped for rn2(4) result of 0 or 2;
gag from an early episode of South Park called "Gnomes";
initially, Tweek (introduced in that episode) is the only
one aware of the tiny gnomes after spotting them sneaking
about; they are embarked upon a three-step business plan;
a diagram of the plan shows:
Phase 1 Phase 2 Phase 3
Collect underpants ? Profit
and they never verbalize step 2 so we don't either */
verbl_msg = (gnomeplan == 1) ? "Phase one, collect underpants."
: "Phase three, profit!";
}
else {
verbl_msg =
"Many enter the dungeon, and few return to the sunlit lands.";
}
}
else
switch (monsndx(ptr)) {
case PM_HOBBIT: