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 = "Another ale over here!"; break; case 2: sSayThis = "Then I heard this voice coming from the urn..."; break; case 3: sSayThis = "I wonder if those kobolds will dig through The Spine one day."; break; case 4: sSayThis = "Those rangers were right about the bugbears."; break; case 5: sSayThis = "We were seeking shelter from the snow storm when we found that white beast."; break; case 6: sSayThis = "We could sneak into Reonyc's castle later."; break; case 7: sSayThis = "We are better off taking the boat there."; break; case 8: sSayThis = "If you want to go hunt ettins, we can camp on out Jubangan's hill."; break; case 9: sSayThis = "How much did that thing cost you anyway?"; break; case 10: sSayThis = "Whatever we get, we'll split between us."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main