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 = "Have you ever seen Amnathkyl?"; break; case 2: sSayThis = "Those pirates gave us a run for our gold."; break; case 3: sSayThis = "Maybe later I'll take you to that troll cave to the north."; break; case 4: sSayThis = "I hear there is a way to get into The Spine to the east."; break; case 5: sSayThis = "Some crazy wizard that lives in the swamp..."; break; case 6: sSayThis = "That orc camp was easy money."; break; case 7: sSayThis = "You should have seen the size of that..."; break; case 8: sSayThis = "Where do you think that pirate got that sword?"; break; case 9: sSayThis = "Then I said...what are you going to do about it?"; break; case 10: sSayThis = "I'll bet you 20 gold you can't."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main