include library.ai_lib; include library.utils; include library.anims; include library.chat; const string CONVO = "conversation/biogenic_random"; // doAnimationAction(npc, anims.PLAYER_WAVE1); // setAnimationMood(self, "neutral"); trigger OnAttach() { ai_lib.setDefaultCalmBehavior(self, ai_lib.BEHAVIOR_SENTINEL); attachScript(self, "npc.converse.npc_converse_menu"); return SCRIPT_CONTINUE; } trigger OnStartNpcConversation(obj_id speaker) { /* string_id greeting = new string_id (CONVO,"npc_dialogue_start_angry"); string_id response[] = new string_id [1]; response[0] = new string_id (CONVO, "ply_forget_me"); npcStartConversation (speaker, self, CONVO, greeting, response); */ string mood = chat.MOOD_NONE; switch(rand(0,8)) { case 0: mood = chat.MOOD_NONE; break; case 1: mood = chat.MOOD_DEPRESSED; break; case 2: mood = chat.MOOD_DISMAYED; break; case 3: mood = chat.MOOD_DISTRACTED; break; case 4: mood = chat.MOOD_NERVOUS; break; case 5: mood = chat.MOOD_SCARED; break; case 6: mood = chat.MOOD_TERRIFIED; break; case 7: mood = chat.MOOD_PANICKED; break; case 8: mood = chat.MOOD_FEARFUL; break; } int phrase_num = rand(0, 20); string_id phrase = new string_id(CONVO, "phrase_" + phrase_num); chat.setChatMood(self, mood); chat.chat(self, chat.CHAT_SAY, mood, phrase); return SCRIPT_CONTINUE; } trigger OnNpcConversationResponse (string convo, obj_id speaker, string_id response) { return SCRIPT_CONTINUE; }