85 | | 1 ACTION_T_SAY TextId Says Text |
86 | | 2 ACTION_T_YELL TextId Yells Text |
87 | | 3 ACTION_T_TEXTEMOTE TextId Text Emotes Text |
| 85 | 1 ACTION_T_TEXT -TextId1, -TextId2, -TextId3 Displays the -TextId as defined. In case -TextId2 and optionally -TextId3, the output will be randomized. Type text are defined in the text table itself(say, yell, whisper, etc) along with other options for the text. All values are required to be negative. |
| 86 | 2 ACTION_T_YELL UNUSED |
| 87 | 3 ACTION_T_TEXTEMOTE UNUSED |
90 | | 6 ACTION_T_RANDOM_SAY TextId1, TextId2, TextId3 Says random text between 3 params* |
91 | | 7 ACTION_T_RANDOM_YELL TextId1, TextId2, TextId3 Yells random text between 3 params* |
92 | | 8 ACTION_T_RANDOM_TEXTEMOTE TextId1, TextId2, TextId3 Text Emotes random text between 3 params* |
| 90 | 6 ACTION_T_RANDOM_SAY UNUSED |
| 91 | 7 ACTION_T_RANDOM_YELL UNUSED |
| 92 | 8 ACTION_T_RANDOM_TEXTEMOTE UNUSED |
316 | | Parameter 1: The ID of the text that the NPC should SAY from the Localized_Texts Table. |
317 | | |
318 | | This action is pretty straightforward. When activated, the creature will SAY the specified text (Speech Bubble). |
| 316 | Parameter 1: The entry of the text that the NPC should use from eventai_texts table. Optionally a entry from other tables can be used (such as custom_texts). |
| 317 | Entry are required to be negative and exist in a *_texts-table. The type text to be displayed are defined in the texts-table itself (Say, Yell, Whisper, Emote Text, Boss Whisper, Boss Emote) |
| 318 | Other options are also to be defined in the texts-table, such as a sound to be heard with the text and the language used in output (common, dwarvish, etc). |
| 319 | In case this entry has a localized version of the text, the localized text will be displayed in client that support this locale. |
| 320 | |
| 321 | Parameter 2: Optional. TextId can be defined in addition. The same apply to this as explained above, however eventAI will randomize between the two. |
| 322 | Parameter 3: Optional, if Parameter 2 exist. In this case, eventAI will randomize between three. |
354 | | Parameter 1: The ID of the text that the NPC should SAY from the Localized_Texts Table (Random Choice #1). |
355 | | Parameter 2: The ID of the text that the NPC should SAY from the Localized_Texts Table (Random Choice #2). |
356 | | Parameter 3: The ID of the text that the NPC should SAY from the Localized_Texts Table (Random Choice #3). |
357 | | |
358 | | Similar to the ACTION_T_SAY action, it will choose at random a text entry to SAY. This action will pick a random entry from the three. |
359 | | NOTE: If you want any of the options if selected to do nothing you set that Param to -1 value. Then if selected it will do nothing. |
360 | | NOTE: When using Random Select Actions, ALL The Actions using Random in a Single Event (Action 1,2,3) will select the SAME Random Choice when it expires. This can come in handy if you are doing a ACTION_T_RANDOM_YELL for Action1 and then the corresponding sounds for ACTION_T_RANDOM_SOUND in Action2. If it selects Random Choice #2 for the Yell it will Select Random Choice #2 for the sound so you can match them up as required. |
361 | | This is commonly used for NPC's who have several different Aggro Say's and you would like one of them selected at random. |
| 353 | UNUSED Can be reused to create new action type |