/////////// //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 = "We saw we could climb this tree and reach the branch..."; break; case 2: sSayThis = "We stayed in some old mines. That was our first mistake."; break; case 3: sSayThis = "Those cat men jumped on the gnolls, and then..."; break; case 4: sSayThis = "It was very cold. We couldn't camp because of those frost giants."; break; case 5: sSayThis = "We went to see Jubangan...at least we tried."; break; case 6: sSayThis = "I think that Zelifax is alive."; break; case 7: sSayThis = "We saw him. He is in Kalad...hunting ettins."; break; case 8: sSayThis = "Do you know what those barbarians said?"; break; case 9: sSayThis = "What did he do then?"; break; case 10: sSayThis = "I might stop at The Drunken Drow later on."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main