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 = "Where is that bottle?"; break; case 2: sSayThis = "Master Telobi? Do you need that now?"; break; case 3: sSayThis = "Here kitty, kitty, kitty."; break; case 4: sSayThis = "I thought I had that bottle."; break; case 5: sSayThis = "Maybe its on the bookshelf."; break; case 6: sSayThis = "Where did that cat go?"; break; case 7: sSayThis = "If I find that bottle can I go to the Watering Hole tonight?"; break; case 8: sSayThis = "How could I have lost that bottle?"; break; case 9: sSayThis = "I think the cat took that bottle."; break; case 10: sSayThis = "Can't we just get another bottle of that stuff?"; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main