/////////// //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 = "So then he pulls his sword out and his pants fall down."; break; case 2: sSayThis = "He was shaking and said...I think there is a dragon in there."; break; case 3: sSayThis = "I saw the battle from the top of a cliff."; break; case 4: sSayThis = "I'm not kidding. He grabbed that minotaur's axe and started chopping away at it."; break; case 5: sSayThis = "We get to the entrance and he turns to us and says...does anyone have a torch?"; break; case 6: sSayThis = "Out of nowhere, this giant comes charging at us..."; break; case 7: sSayThis = "His famous last words were...there are no traps down here."; break; case 8: sSayThis = "I might follow Sir Bradel on his next quest."; break; case 9: sSayThis = "I had to sneak up behind him and break my lute over his head."; break; case 10: sSayThis = "I only wish I could have seen it."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main