//1. Script Name: npc_random_talk
//2. What It Does: Makes an npc randomly say 1 of 6 user-defined phrases.
//3. Notes: This is a modified version of Lenkyl Greatstorm's Trash Talk Script.
I've lowered the choices down to 6, and I've added in support for Low
//Intelligence Phrases. (for half-orcs and such.) As with the original, works
best if placed in OnHeartBeat on an NPC.
//4. The Script:
///////////
//Script: npc_random_talk
//Trash Talk Script v1.1
///////////
//This script rolls 1d6 and allows a NPC to speak based on
//Which statement the number belongs to.
///////////
//Script by Lenkyl Greatstorm
//Modifications by Asigoth Ruinil
//Date Created: 6/24/02
//Modification Date: 7/19/02
///////////
//Changed completion chance to 50% and
//Added Intelligence Checks for low-int NPC
//to say 'stupified' versions of the originals.
//Also lowered amount of choices. (Thought ten was too many,
//But its fairly self explanitory if you need more.)
///////////
string sSayThis;
int iNPCInt = GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE);
int iTalkVolume = TALKVOLUME_TALK;
int iRollSix = d6(1);
int iTalkFlag = 0;
void main()
{
if(d100(1) > 50) //Gives this script a 50% chance of completing
{ //Its execution. Call it my anti-spam code. (c:
if(iRollSix != 0) //Just in case a 0 slips in though I don't think
{ //It's possible.(Dont think it is, left it go tho)
switch(iRollSix) //Jump to the rolled statement number.
{
case 1:
if(iNPCInt <= 8)
{
sSayThis = "Low Int One.";
}
else
{
sSayThis = "One.";
}
break;
case 2:
if(iNPCInt <= 8)
{
sSayThis = "Low Int Two.";
}
else
{
sSayThis = "Two.";
}
break;
case 3:
if(iNPCInt <= 8)
{
sSayThis = "Low Int Three.";
}
else
{
sSayThis = "Three.";
}
break;
case 4:
if(iNPCInt <= 8)
{
sSayThis = "Low Int Four.";
}
else
{
sSayThis = "Four.";
}
break;
case 5:
if(iNPCInt <= 8)
{
sSayThis = "Low Int Five.";
}
else
{
sSayThis = "Five.";
}
break;
case 6:
if(iNPCInt <= 8)
{
sSayThis = "Low Int Six.";
}
else
{
sSayThis = "Six.";
}
break;
} //End Switch Statement
ActionSpeakString(sSayThis, iTalkVolume); //Make the NPC talk
} //End If Statement
} //End If Statement
} //End Main