Hmmm...

You might be able to do this with careful application of string control codes.

http://www.shardstorm.com/ZCwiki/Str..._Control_Codes


Through careful application of control code #4, you can have a 'seed' string that you set as the dialogue for the screen, which randomly redirects to a series of other strings (or, if all of the gotoIfRandom strings fail, goes to a message about him being drunk and unconscious or something).

As for having him speak plot-relevant events, you could achieve such by planting a dummy item in the player's inventory after key events, and then using control code #5 to jump to a different 'seed' string that has a new set of random messages relevant to the possession of the plot item. Alternatively, you could dedicate one of the script counters to plot progression and trigger the same kind of leap with control code #6.



It takes a lot of planning (Much of which should be done on paper outside of the editor) but it could work without a single script.


Just a thought. I'm sure somebody can write a random string script that's easier to set up.