WoR_PRC8/_module/nss/etum_bard_chat.nss
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///////////
//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