DMH-Online

Dungeon Masters Helper · Est. 2005

Npcs Scripts

NWN Script: random_speak_004.htm

Author Sticky: Post Working Scripts Here
Asigoth Posted: Friday, 19 July 11:00PM
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:

NWScript:
///////////
//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



_________________
There on the battlefield he stands
Down on the battlefield he's lost
And on the battlefield it ends

[ Edited By Asigoth: Friday, 19 July 11:03PM (GMT) ]

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