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Making an item that uses conversation.

LordPasLordPas Member Posts: 47
I want to create an item (anything that can be placed in player inventory) that will start a conversation when used.

It seems that only doors, placeable objects and doors can do a conversation.
I found this, https://nwnlexicon.com/index.php?title=Creating_An_Intelligent_Item

Is that the only way to create an item that can converse?

Comments

  • mlkent22mlkent22 Member Posts: 41
    I have an item that starts a conversation with the PC when used. The item has the following settings to make this happen. 1st the item has a unique tag. This tag is also the script name that fires when the item is used. The item has the property, Casts Spell: Unique Power [Unlimited Uses A Day]. The script that fires:

    void main()
    {
    object oPC;

    oPC = GetItemActivator();

    object oTarget;
    oTarget = oPC;

    AssignCommand(oTarget, ActionStartConversation(oPC, "conversation name"));

    }


    A couple of notes here. 1st the conversation will not happen if the PC is in combat. 2nd, any further scripting for the item should happen via the conversation you attach to the item. 3rd, if this item is important and required for further interaction in your module it would be good to make the item undropable, unsaleable, and plot.

    Good Luck!
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