WoR_PRC8/_module/nss/etum_bard_chat2.nss

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2025-04-03 11:49:34 -04:00
///////////
//Trash Talk Script v1.0
///////////
//This script rolls 1d10 and allows a NPC to speak based on
//Which statement the number belongs to.
///////////
//Script by Lenkyl Greatstorm
//Date Created: 6/24/02
///////////
string sSayThis;
int iTalkVolume = TALKVOLUME_TALK;
int iRollTen = d10(1);
int iTalkFlag = 0;
void main()
{
if(d100(1) > 71) //Gives this script a 30% chance of completing
{ //Its execution. Call it my anti-spam code. (c:
if(iRollTen != 0) //Just in case a 0 slips in though I don't think
{ //It's possible.
switch(iRollTen) //Jump to the rolled statement number.
{
case 1:
sSayThis = "I was going to go but I missed the boat.";
break;
case 2:
sSayThis = "I remember saying...are you sure you want to go in there?";
break;
case 3:
sSayThis = "He walked right up to them and said...hey cow droppings, mind if we kill you all?";
break;
case 4:
sSayThis = "If you could imagine a red hill giant with a burning sword, that is it.";
break;
case 5:
sSayThis = "Tyrek jumps out of the swamp, and our brave leader ran all the way to Stralad.";
break;
case 6:
sSayThis = "We just camped in The Spine when that storm hit.";
break;
case 7:
sSayThis = "Then he said to him...I wouldn't touch that if I were you.";
break;
case 8:
sSayThis = "When would you leave?";
break;
case 9:
sSayThis = "I think I'll stay in Etum for a few days.";
break;
case 10:
sSayThis = "I think I need another drink.";
break;
} //End Switch Statement
SpeakString(sSayThis, iTalkVolume); //Make the NPC talk
} //End If Statement
} //End If Statement
} //End Main