WoR_PRC8/_module/nss/zelifax_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 = "Could you believe the size of that crystal?";
break;
case 2:
sSayThis = "It is better to come around the north side of the tower.";
break;
case 3:
sSayThis = "Then I got this axe off of that minotaur's corpse...";
break;
case 4:
sSayThis = "What do you suppose he is doing with all these golems?";
break;
case 5:
sSayThis = "I can't wait to get back to Elidor for some ale.";
break;
case 6:
sSayThis = "I told him to duck. He was just too slow.";
break;
case 7:
sSayThis = "I was not expecting that statue to do that.";
break;
case 8:
sSayThis = "Some say that Zelifax is as old as that wizard in the swamp.";
break;
case 9:
sSayThis = "Zelifax is going to get his...";
break;
case 10:
sSayThis = "How about we split it between the two of us. He don't need it no more.";
break;
} //End Switch Statement
SpeakString(sSayThis, iTalkVolume); //Make the NPC talk
} //End If Statement
} //End If Statement
} //End Main