/////////// //Trash Talk Script v1.0 /////////// //This script rolls 1d10 and allows a NPC to speak based on //Which statement the number belongs to. /////////// //Script by Lenkyl Greatstorm //Date Created: 6/24/02 /////////// 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 was standing next to the fire, when all of a sudden...there was a werecat."; break; case 2: sSayThis = "We should probably head back through The Spine. It is safer."; break; case 3: sSayThis = "Did you notice how dark the valley gets at night?"; break; case 4: sSayThis = "I came around the corner and there was this troll..."; break; case 5: sSayThis = "What made you think to walk in the fire?"; break; case 6: sSayThis = "We could just head back to their camp instead of going to Etum."; break; case 7: sSayThis = "I thought that was my shadow until it jumped at me."; break; case 8: sSayThis = "I would have a hell of a time if it weren't for you."; break; case 9: sSayThis = "Those cats don't care about the gnolls treasure. We'll split it."; break; case 10: sSayThis = "When do you want to head back out there?"; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main