include library.ai_lib; include library.hue; include library.colors; const string CONVO = "celebrity/morag"; trigger OnAttach () { setName (self, "Morag"); ai_lib.setDefaultCalmBehavior( self, ai_lib.BEHAVIOR_SENTINEL ); debugSpeakMsg (self, "The Tulgah Witch."); return SCRIPT_CONTINUE; } trigger OnStartNpcConversation (obj_id speaker) { if (ai_lib.isInCombat(self) || ai_lib.isInCombat(speaker)) return SCRIPT_OVERRIDE; string_id greeting = new string_id (CONVO,"npc_1"); string_id response[] = new string_id [2]; response[0] = new string_id (CONVO, "player_1"); response[1] = new string_id (CONVO,"player_2"); npcStartConversation (speaker, self, "celebConvo", greeting, response); return SCRIPT_CONTINUE; } trigger OnNpcConversationResponse (string convo, obj_id player, string_id response) { if ( response.getAsciiId().equals("player_1")) // { string_id message = new string_id (CONVO, "npc_2"); npcSpeak(player, message); npcEndConversation (player); return SCRIPT_CONTINUE; } if ( response.getAsciiId().equals("player_2") ) // { string_id message = new string_id (CONVO, "npc_3");// npcSpeak(player, message); npcEndConversation(player); return SCRIPT_CONTINUE; } return SCRIPT_CONTINUE; }