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 = "What do you think those kobolds are mining?"; break; case 3: sSayThis = "There is some valley you can only reach by The Spine."; break; case 4: sSayThis = "Maybe later we'll go into the crypts. Tasil has been trying to root out the evil there."; break; case 5: sSayThis = "Zyfusbor? Yeah. I saw him fly over the Dugan Plains yesterday."; break; case 6: sSayThis = "I've been past The Spine. Just a jungle and blasted cat people."; break; case 7: sSayThis = "There is another way to get to the valley...if you ain't afraid of trolls."; break; case 8: sSayThis = "Whatever you do...don't disturb the graves. My friend found out the hard way."; break; case 9: sSayThis = "Then I said...what are you going to do about it?"; break; case 10: sSayThis = "I'll bet you 50 gold you can't."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main