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 for my large friend!"; break; case 2: sSayThis = "You and I can make a fortune in Reonyc's castle."; break; case 3: sSayThis = "You are way too big to go down there."; break; case 4: sSayThis = "I didn't expect you to eat that kobold."; break; case 5: sSayThis = "Now that you are here, we should try and get through that maze."; break; case 6: sSayThis = "Are you kiddin'? They'll hear you coming a mile away."; break; case 7: sSayThis = "I think I could talk Gegnar into taking us there."; break; case 8: sSayThis = "Dordach lives in a mountain near your home. Wanna go?"; break; case 9: sSayThis = "How much did that smith charge for that armor?"; break; case 10: sSayThis = "It's easy...you take the front and I'll zap them from the back."; break; } //End Switch Statement SpeakString(sSayThis, iTalkVolume); //Make the NPC talk } //End If Statement } //End If Statement } //End Main