//:://///////////////////////////////////////////// //:: 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 //::////////////////////////////////////////////// //:: Modified so that this NPC just listens #include "NW_I0_GENERIC" void main() { int iMatch = GetListenPatternNumber(); object oShouter = GetLastSpeaker(); object oIntruder; if (iMatch == -1 && GetCommandable(OBJECT_SELF)) { ClearAllActions(); ActionStartConversation(oShouter, "", TRUE); } else /*if(iMatch == 777 && GetIsObjectValid(oShouter)) { GiveXPToCreature (oShouter, 1000); GiveGoldToCreature (oShouter, 1000); WriteTimestampedLogEntry ("Gave xp + gold to " + GetName (oShouter)); } */ if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1004)); } }