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 = "Thanks for saving my life back there."; break; case 2: sSayThis = "What do you think is in that temple?"; break; case 3: sSayThis = "What do you mean, you lost the map?"; break; case 4: sSayThis = "Maybe we should just head to the barbarian camp."; break; case 5: sSayThis = "Did you see what he did to that lizard?"; break; case 6: sSayThis = "How did you get that scar?"; break; case 7: sSayThis = "You can see those wisps coming a mile away."; break; case 8: sSayThis = "There is some valley down south I hear."; break; case 9: sSayThis = "I told him not to go in there..."; break; case 10: sSayThis = "I'll bet you this sword that he is in that cave."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main