Added PEPS AI. Updated module name. Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance. Set Constructs, Undead, Outsiders & Elementals to not require food or drink. Full compile.
23 lines
899 B
Plaintext
23 lines
899 B
Plaintext
/*//////////////////////////////////////////////////////////////////////////////
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Script: 0e_get_convo
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Action taken script that leaves the current conversation and starts a new
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conversation with oCreature using the linked conversation instead of the
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ai_Henchman conversation.
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Allows use of ai_conversation for henchman in other modules.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void BeginOriginalHenchmanConversation(string sDialog, object oPC)
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{
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BeginConversation(sDialog, oPC);
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}
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void main()
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{
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ai_ClearCreatureActions();
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// Need to check special dialogs for HOTU henchman.
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string sDialog = GetDialogFileToUse(GetLastSpeaker());
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DelayCommand(0.0, BeginOriginalHenchmanConversation(sDialog, GetPCSpeaker()));
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}
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