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 = "We got a pretty good haul from those beetles...eh?"; break; case 3: sSayThis = "Maybe later I'll take you to Dordach's Dungeon."; break; case 4: sSayThis = "Some crazy wizard named Zelifax made that maze I guess."; break; case 5: sSayThis = "Some bandit camp on the Animer Coast..."; break; case 6: sSayThis = "Have you ever been past the maze?"; break; case 7: sSayThis = "You should have seen the size of that fire giant."; break; case 8: sSayThis = "What do you suppose Tanzantor has in that castle anyway?"; break; case 9: sSayThis = "Then I said...what are you going to do about it?"; break; case 10: sSayThis = "I'll bet you 10 gold you can't."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main