//:://///////////////////////////////////////////// //:: SetListeningPatterns //:: NW_C2_DEFAULT4 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Determines the course of action to be taken by the generic script after dialogue or a shout is initiated. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 24, 2001 //::////////////////////////////////////////////// #include "hc_inc_helper" #include "NW_I0_GENERIC" void main() { int nMatch = GetListenPatternNumber(); object oShouter = GetLastSpeaker(); object oIntruder; if (nMatch == -1 && GetCommandable(OBJECT_SELF)) { ClearAllActions(); BeginConversation(); } else if(nMatch == 777 && GetIsObjectValid(oShouter) && GetIsPC(oShouter)) { if (oShouter == GetLocalObject(OBJECT_SELF, "Customer")) { string sSaid = GetMatchedSubstring(0); string sAdjust=GetLocalString(OBJECT_SELF, "ADJUST"); if(sAdjust=="NOTHING") SetLocalString(oMod, GetLocalString(OBJECT_SELF,"TEXTADJUST"), sSaid); else { int nVal=StringToInt(sSaid); if(sAdjust!="PLAYERDM") SetLocalInt(oMod, sAdjust, nVal); else SetPersistentInt(oMod, sAdjust, nVal); } FloatingTextStringOnCreature("WorldMaker adjusts the world.", OBJECT_SELF); DelayCommand(0.5, ActionSpeakString("It is done Master.")); DelayCommand(1.5, DestroyObject(OBJECT_SELF)); } } if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1004)); } }