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 came out of the tunnel and found a camp. Then, when the moon rose..."; break; case 3: sSayThis = "They are to the south. Some dwarven race."; break; case 4: sSayThis = "Ever since the mine opened...they started trading with Etum."; break; case 5: sSayThis = "They usually just need a hand against those giants."; break; case 6: sSayThis = "Some think that Reonyc is advancing toward the south."; break; case 7: sSayThis = "Those orcs don't know it, but there doing us a favor."; break; case 8: sSayThis = "You can see the lights of Etum from here."; break; case 9: sSayThis = "He didn't stand a chance against those giants."; break; case 10: sSayThis = "Those dwarves chopped him down...then they came after us."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main