/* Choose which maneuvers to ready for the SWORDSAGE */ #include "tob_inc_recovery" #include "inc_dynconv" void main() { object oInitiator = OBJECT_SELF; if(!GetLocalInt(oInitiator, "ReadyManeuverSwd") && !GetIsInCombat(oInitiator)) { // Begin Conversation ClearReadiedManeuvers(oInitiator, MANEUVER_LIST_SWORDSAGE); SetLocalInt(oInitiator, "nClass", CLASS_TYPE_SWORDSAGE); StartDynamicConversation("tob_moverdy", oInitiator, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oInitiator); SetLocalInt(oInitiator, "ReadyManeuverSwd", TRUE); DelayCommand(300.0f, DeleteLocalInt(oInitiator, "ReadyManeuverSwd")); } else if (GetHasFeat(FEAT_ADAPTIVE_STYLE, oInitiator)) { // Begin Conversation ClearReadiedManeuvers(oInitiator, MANEUVER_LIST_SWORDSAGE); SetLocalInt(oInitiator, "nClass", CLASS_TYPE_SWORDSAGE); StartDynamicConversation("tob_ft_rcrcnv", oInitiator, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oInitiator); } else // Int already set { FloatingTextStringOnCreature("You may not ready maneuvers at this time", oInitiator); DelayCommand(300.0f, DeleteLocalInt(oInitiator, "ReadyManeuverSwd")); // Just in case there are any errors } }