Conversation Function Category
Functions that deal with conversations.
Functions
| Name | Brief Description | 
|---|---|
| ActionPauseConversation | Pause the current conversation. | 
| ActionResumeConversation | Resume a conversation after it has been paused. | 
| ActionSpeakString | Causes an object to speak. | 
| ActionSpeakStringByStrRef | Causes the creature to speak a translated string. | 
| ActionStartConversation | NPC action to start a conversation with a PC | 
| AddJournalQuestEntry | Add an entry to a player's Journal. (Create the entry in the Journal Editor first). | 
| BeginConversation | Attempts to start a conversation immediately. | 
| FaceNearestPC | Causes an NPC to face the nearest visible PC. | 
| FloatingTextStringOnCreature | Briefly displays ambient text above targets head. | 
| FloatingTextStrRefOnCreature | Briefly displays a string ref as ambient text above targets head. | 
| GetDialogSoundLength | Retrieves the length of a wave (audio) file in seconds. | 
| GetJournalQuestExperience | Returns the amount of experience set for a journal category. | 
| GetLastSpeaker | Determines the last creature that was communicated with. | 
| GetListenPatternNumber | Check if a conversation pattern has been activated in an OnConversation event. | 
| GetMatchedSubstring | Get a matched substring specified by a listen pattern. | 
| GetMatchedSubstringsCount | Get the number of listen pattern substrings matched. | 
| GetPCSpeaker | Retrieves the PC that is currently in a conversation with an NPC. | 
| IsInConversation | Determines whether an object is in conversation. | 
| PersistentConversationAttempt | This function attempts to ensure that an NPC starts a conversation with a specified PC. | 
| PlayConversationAnimation | Makes caller face a PC and play an animation. | 
| PlaySpeakSoundByStrRef | Do a call to both SpeakStringByStrRef and PlaySoundByStrRef at the same time. | 
| SetCustomToken | Sets the value for a custom token. | 
| SpeakOneLinerConversation | Immediately speak a conversation one-liner. | 
| SpeakString | Forces an object to immediately speak. | 
| SpeakStringByStrRef | Causes an object to instantly speak a translated string. | 
| StartingConditional | This is the template function for the conversation editor | 
| StringToRGBString | Given a string and an RGB color encoded string, this function returns an equivalent string that will display in the specified color. |