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56
_module/nss/zelifax_chat2.nss
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56
_module/nss/zelifax_chat2.nss
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///////////
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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 = "Could you believe the size of that crystal?";
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break;
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case 2:
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sSayThis = "It is better to come around the north side of the tower.";
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break;
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case 3:
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sSayThis = "Then I got this axe off of that minotaur's corpse...";
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break;
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case 4:
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sSayThis = "What do you suppose he is doing with all these golems?";
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break;
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case 5:
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sSayThis = "I can't wait to get back to Elidor for some ale.";
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break;
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case 6:
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sSayThis = "I told him to duck. He was just too slow.";
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break;
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case 7:
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sSayThis = "I was not expecting that statue to do that.";
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break;
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case 8:
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sSayThis = "Some say that Zelifax is as old as that wizard in the swamp.";
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break;
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case 9:
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sSayThis = "Zelifax is going to get his...";
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break;
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case 10:
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sSayThis = "How about we split it between the two of us. He don't need it no more.";
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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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