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 = "It looked as though it was deserted. Then those snake women jumped us."; break; case 3: sSayThis = "They say the old ones used a stone to teleport to each other during sand storms."; break; case 4: sSayThis = "I tried to use the stone but the prison has a magical field surrounding it."; break; case 5: sSayThis = "With the war raging...it is hard to travel the desert alone."; break; case 6: sSayThis = "I don't think that cult really exists. I've never seen a half-dragon before."; break; case 7: sSayThis = "Talek is usually docked at the southeast of the island...if you want to go to Etum."; break; case 8: sSayThis = "The Overseer sent him to the taer prison for some crime."; break; case 9: sSayThis = "They say to stay away from the oasis at night."; break; case 10: sSayThis = "I'll bet you 50 gold that you won't make it past the first wave of ants."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main