//*******************************************
//TWO SCRIPTS HERE!!!
//*******************************************

//Script: Trigger alternative node of conversation with NPC with generic triggers/events

//Use with: NPCs . Trigger basics


//I figured a neat trick out. Say you want your NPC to have two different possible conversations with the PCs: 1) a general, unrevealing conversation //prior to the PCs discovering something vital to the plot;
//2) a revealing and helpful conversation AFTER the PCs have discovered something vital to the plot.

//EXAMPLE

//Lets say that seeing the King's fresh corpse will trigger a new conversation with the guards in your module.

//1) Using the trigger paint tool, lay down a "generic" trigger at a location where the PC will cross it in order to see the King's dead corpse.
//
//2) Edit the script for trigger via OnEnter script editor;
//
//3) CODE THE FOLLOWING




void main()
{
object oPC= GetEnteringObject( );
if (GetIsPC(oPC))
SetLocalInt(GetEnteringObject(), "Isawdeadking", 1);
}





//4) Now go to the conversation editor of your NPC gaurds and on the alternative node from the conversation dialogue tree, edit the following in the //TextAppearsWhen.... script (you can manually script or use the wizard)




int StartingConditional()
{
if(!(GetLocalInt(GetPCSpeaker(), "Isawdeadking") == 1))
return FALSE;
return TRUE;
}


//VOILA! Your new secretly triggered alternative conversational node will work as intended. After not having touched C for over 8 years, I'm pretty //proud of my little discovery.