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 = "He always goes back to the sands when the sun comes up."; break; case 2: sSayThis = "We need to get a new bull if we are gonna get this wagon out of here."; break; case 3: sSayThis = "Next time...we'll stand on opposite ends and wait for the sun to go down."; break; case 4: sSayThis = "If you listen carefully from the dock...you can hear those iron beasties walking around."; break; case 5: sSayThis = "I think that's the last time we see one of those hobgoblins around here."; break; case 6: sSayThis = "He said there is a whole nest of them up north."; break; case 7: sSayThis = "Maybe we should see if Telek will take us to Etum."; break; case 8: sSayThis = "The archon appeared and sent that guy to the prison out there."; break; case 9: sSayThis = "If we can just get every piece of his armor..."; break; case 10: sSayThis = "That huge lizard turned him to stone. Then smashed him to bits."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main