assuming rand/srand dont work, you can do something like create "global variables" in the perl script of the
quest, something like:
Code:
$SEED = int( $npc->GetX() );
$NUMBER_OF_PHRASES = 7;
and then have a method like:
Code:
sub
generateRandom
{
$SEED += int( $npc->GetX() );
$SEED %= $NUMBER_OF_PHRASES;
return $SEED;
}
and then you can do:
Code:
sub
EVENT_AGGRO
{
quest::say( $PHRASE[ &generateRandom ] );
}
its not a perfect random number generator, but it should offer you a bootstrap until you can wire up a better random generator. you can try using srand/rand, but i do not know if they are exposed to the quest engine. you will have to redefine the phrases as an array for this (in either case) to work:
Code:
@PHRASE =
(
"phrase 1",
"phrase 2",
# etc.
);
== sfisque