/////////// //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 = "Could you believe the size of that crystal?"; break; case 2: sSayThis = "It is better to come around the north side of the tower."; break; case 3: sSayThis = "Then I got this axe off of that minotaur's corpse..."; break; case 4: sSayThis = "What do you suppose he is doing with all these golems?"; break; case 5: sSayThis = "I can't wait to get back to Elidor for some ale."; break; case 6: sSayThis = "I told him to duck. He was just too slow."; break; case 7: sSayThis = "I was not expecting that statue to do that."; break; case 8: sSayThis = "Some say that Zelifax is as old as that wizard in the swamp."; break; case 9: sSayThis = "Zelifax is going to get his..."; break; case 10: sSayThis = "How about we split it between the two of us. He don't need it no more."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main