48 lines
1.7 KiB
Plaintext
48 lines
1.7 KiB
Plaintext
string sSayThis;
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int iTalkVolume = TALKVOLUME_TALK;
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int iRollTen = d10(1);
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int iTalkFlag = 0;
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void main()
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{
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if(d100(1) > 71) //Gives this script a 30% chance of completing
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{ //Its execution. Call it my anti-spam code. (c:
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if(iRollTen != 0) //Just in case a 0 slips in though I don't think
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{ //It's possible.
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switch(iRollTen) //Jump to the rolled statement number.
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{
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case 1:
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sSayThis = "Another ale over here!";
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break;
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case 2:
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sSayThis = "Then I heard this voice coming from the urn...";
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break;
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case 3:
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sSayThis = "I wonder if those kobolds will dig through The Spine one day.";
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break;
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case 4:
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sSayThis = "Those rangers were right about the bugbears.";
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break;
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case 5:
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sSayThis = "We were seeking shelter from the snow storm when we found that white beast.";
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break;
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case 6:
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sSayThis = "We could sneak into Reonyc's castle later.";
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break;
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case 7:
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sSayThis = "We are better off taking the boat there.";
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break;
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case 8:
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sSayThis = "If you want to go hunt ettins, we can camp on out Jubangan's hill.";
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break;
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case 9:
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sSayThis = "How much did that thing cost you anyway?";
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break;
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case 10:
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sSayThis = "Whatever we get, we'll split between us.";
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break;
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} //End Switch Statement
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SpeakString(sSayThis, iTalkVolume); //Make the NPC talk
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} //End If Statement
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} //End If Statement
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} //End Main
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