x2_inc_banter

Include file for party banter and other group communication things.

NOTE: This file includes x0_i0_henchman.

Constants

NameValueBrief Description
TRIGGER_INTERJECTION_NONRANDOM3
TRIGGER_INTERJECTION_RANDOM4
TRIGGER_ONELINERNONRANDOM1
TRIGGER_ONELINERRANDOM2

Functions

NameBrief Description
AttemptInterjectionOrPopupThis is the main interjection function called from x2_evt_trigger and any plot means of making banter happen.
AttemptRomanceDialogNathyrra or Valen romance dialog.
AttemptToShowInfoHave the proper plot variables been set?
BanterReadyInternal function. Checks to see if the henchmen is available for banter interjection and then moves them to the position of the Master, as well as OBJECT_SELF.
DoInterjectionActually starts the conversation.
FireInterjectionActually speaks the interjection.
GetPlotProgressInternal function. Returns TRUE if its time to say another romance line.
GetRandomHenchReturns either the first or second henchman, randomly for purposes of interjections and such.
GetRandomTextNumberLooks for the valid random number to return.
HenchmanMoveableReturns TRUE if the henchman can walk. Meaning they are not dead, dying, or have one of several effects that would freeze them in place.
TryBanterWithWrapper function to streamline that party banter system.
ValidForInterjectionReturns TRUE if valid for doing an interjection.
WrapInterjectionCall this at the highest level to fire the appropriate interjection.


  author: Mistress, contributor: Graewerld