public override void OnMovement(Mobile m, Point3D oldLocation) { #region Here is the list of Random Words you can use string dat_Facet = TalkingNPCsXMLReader.RandomName("dat_Facet"); string dat_TownRegion = TalkingNPCsXMLReader.RandomName("dat_TownRegion"); string dat_DungeonRegion = TalkingNPCsXMLReader.RandomName("dat_DungeonRegion"); string dat_NoHousingRegion = TalkingNPCsXMLReader.RandomName("dat_NoHousingRegion"); string dat_Other = TalkingNPCsXMLReader.RandomName("dat_Other"); string dat_Shrine = TalkingNPCsXMLReader.RandomName("dat_Shrine"); string dat_article1 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_article2 = TalkingNPCsXMLReader.RandomName("dat_article"); string dat_noun1 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun2 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun3 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_noun4 = TalkingNPCsXMLReader.RandomName("dat_noun"); string dat_verb1 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verb2 = TalkingNPCsXMLReader.RandomName("dat_verb"); string dat_verbing1 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verbing2 = TalkingNPCsXMLReader.RandomName("dat_verbing"); string dat_verb3rd1 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verb3rd2 = TalkingNPCsXMLReader.RandomName("dat_verb3rd"); string dat_verbed1 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_verbed2 = TalkingNPCsXMLReader.RandomName("dat_verbed"); string dat_preposition1 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_preposition2 = TalkingNPCsXMLReader.RandomName("dat_preposition"); string dat_adj1 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_adj2 = TalkingNPCsXMLReader.RandomName("dat_adj"); string dat_Greeting = TalkingNPCsXMLReader.RandomName("dat_Greeting"); string dat_Language1 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language2 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Language3 = TalkingNPCsXMLReader.RandomName("dat_Language"); string dat_Armor = TalkingNPCsXMLReader.RandomName("dat_Armor"); string dat_Creature1 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Creature2 = TalkingNPCsXMLReader.RandomName("dat_Creature"); string dat_Room1 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Room2 = TalkingNPCsXMLReader.RandomName("dat_Room"); string dat_Furniture1 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Furniture2 = TalkingNPCsXMLReader.RandomName("dat_Furniture"); string dat_Liquid1 = TalkingNPCsXMLReader.RandomName("dat_Liquid"); string dat_Number1 = TalkingNPCsXMLReader.RandomName("dat_Number"); string dat_PlayingCards = TalkingNPCsXMLReader.RandomName("dat_PlayingCards"); string dat_MinocShop = TalkingNPCsXMLReader.RandomName("dat_MinocShop"); string dat_MinocShopQuestItem = TalkingNPCsXMLReader.RandomName("dat_MinocShopQuestItem"); #endregion #region NPC welcomes Player if (m_Talked == false) { if (m.InRange(this, 3) && m is PlayerMobile) { //The Welcome switch (Utility.Random(3)) //picks one of the following { case 0: { //m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("What would happen if I mixed {0} with {1}?", dat_noun1, dat_noun2); break; } case 1: { m.Name = char.ToUpper(m.Name[0]) + m.Name.Substring(1); Sentence = String.Format("This {0} potions will {1} the {2}", dat_adj1, dat_verb1, dat_DungeonRegion); break; } case 2: { Sentence = String.Format("After {0} my microscope, I can {2} the {2}.", dat_verb1, dat_verb2, dat_Other); break; } } m_Talked = true; Say(Sentence, this); this.Move(GetDirectionTo(m.Location)); ProfessorTimer t = new ProfessorTimer(); t.Start(); } } #endregion }