WoR_PRC8/_module/nss/ruins_chat.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 standing next to the fire, when all of a sudden...there was a werecat.";
break;
case 2:
sSayThis = "We should probably head back through The Spine. It is safer.";
break;
case 3:
sSayThis = "Did you notice how dark the valley gets at night?";
break;
case 4:
sSayThis = "I came around the corner and there was this troll...";
break;
case 5:
sSayThis = "What made you think to walk in the fire?";
break;
case 6:
sSayThis = "We could just head back to their camp instead of going to Etum.";
break;
case 7:
sSayThis = "I thought that was my shadow until it jumped at me.";
break;
case 8:
sSayThis = "I would have a hell of a time if it weren't for you.";
break;
case 9:
sSayThis = "Those cats don't care about the gnolls treasure. We'll split it.";
break;
case 10:
sSayThis = "When do you want to head back out there?";
break;
} //End Switch Statement
SpeakString(sSayThis, iTalkVolume); //Make the NPC talk
} //End If Statement
} //End If Statement
} //End Main