/////////// //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 going to go but I missed the boat."; break; case 2: sSayThis = "I remember saying...are you sure you want to go in there?"; break; case 3: sSayThis = "He walked right up to them and said...hey cow droppings, mind if we kill you all?"; break; case 4: sSayThis = "If you could imagine a red hill giant with a burning sword, that is it."; break; case 5: sSayThis = "Tyrek jumps out of the swamp, and our brave leader ran all the way to Stralad."; break; case 6: sSayThis = "We just camped in The Spine when that storm hit."; break; case 7: sSayThis = "Then he said to him...I wouldn't touch that if I were you."; break; case 8: sSayThis = "When would you leave?"; break; case 9: sSayThis = "I think I'll stay in Etum for a few days."; break; case 10: sSayThis = "I think I need another drink."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main