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 = "I tried to find the gypsies...nothing but werewolves around."; break; case 2: sSayThis = "I was getting supplies out of the houses. Some have locked chests."; break; case 3: sSayThis = "I think we should just waltz into Stralten's castle."; break; case 4: sSayThis = "Do you hear those poor souls out there."; break; case 5: sSayThis = "If you didn't show up, that doom knight would have had me."; break; case 6: sSayThis = "We should just go to Elidor...get some help."; break; case 7: sSayThis = "Do you want to go look in the castle tomorrow?"; break; case 8: sSayThis = "What about those stories of that lich under the city?"; break; case 9: sSayThis = "I could use a good night sleep."; break; case 10: sSayThis = "You should've seen...bones everywhere."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main