45 lines
1.2 KiB
Plaintext
45 lines
1.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: SetListeningPatterns
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//:: NW_C2_DEFAULT4
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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by the generic script after dialogue or a
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shout is initiated.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 24, 2001
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//:://////////////////////////////////////////////
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//:: Modified so that this NPC just listens
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#include "NW_I0_GENERIC"
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void main()
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{
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int iMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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object oIntruder;
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if (iMatch == -1 && GetCommandable(OBJECT_SELF))
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{
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ClearAllActions();
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ActionStartConversation(oShouter, "", TRUE);
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}
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else
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/*if(iMatch == 777 && GetIsObjectValid(oShouter))
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{
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GiveXPToCreature (oShouter, 1000);
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GiveGoldToCreature (oShouter, 1000);
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WriteTimestampedLogEntry ("Gave xp + gold to " +
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GetName (oShouter));
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} */
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if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1004));
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}
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}
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