57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
///////////
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//Trash Talk Script v1.0
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///////////
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//This script rolls 1d10 and allows a NPC to speak based on
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//Which statement the number belongs to.
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///////////
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//Script by Lenkyl Greatstorm
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//Date Created: 6/24/02
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///////////
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string sSayThis;
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int iTalkVolume = TALKVOLUME_TALK;
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int iRollTen = d10(1);
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int iTalkFlag = 0;
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void main()
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{
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if(d100(1) > 71) //Gives this script a 30% chance of completing
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{ //Its execution. Call it my anti-spam code. (c:
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if(iRollTen != 0) //Just in case a 0 slips in though I don't think
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{ //It's possible.
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switch(iRollTen) //Jump to the rolled statement number.
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{
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case 1:
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sSayThis = "We saw we could climb this tree and reach the branch...";
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break;
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case 2:
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sSayThis = "We stayed in some old mines. That was our first mistake.";
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break;
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case 3:
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sSayThis = "Those cat men jumped on the gnolls, and then...";
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break;
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case 4:
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sSayThis = "It was very cold. We couldn't camp because of those frost giants.";
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break;
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case 5:
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sSayThis = "We went to see Jubangan...at least we tried.";
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break;
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case 6:
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sSayThis = "I think that Zelifax is alive.";
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break;
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case 7:
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sSayThis = "We saw him. He is in Kalad...hunting ettins.";
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break;
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case 8:
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sSayThis = "Do you know what those barbarians said?";
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break;
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case 9:
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sSayThis = "What did he do then?";
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break;
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case 10:
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sSayThis = "I might stop at The Drunken Drow later on.";
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break;
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} //End Switch Statement
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SpeakString(sSayThis, iTalkVolume); //Make the NPC talk
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} //End If Statement
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} //End If Statement
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} //End Main
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