conversation=CreateConversation()-- I think this could technically be whatever we want, but CreateConversation() needs to be called without variables. We could call this stringcheese if we wanted.
AddConversationOption(conversation,"Flex.","flex")-- First option, adds a clickable option in response to what we send out in StartConversation. Second var refers to the function that contains the rest of the conversation.
AddConversationOption(conversation,"Keep talking.","keeptalking")-- second option
AddConversationOption(conversation,"Terminate.")-- third option
PlayFlavor(NPC,"","Check out these MUSCLES!","flex",0,0,Spawn)
end
-- OPTION 2 creates a conversation loop
functionkeeptalking(NPC,Spawn)
FaceTarget(NPC,Spawn)
conversation=CreateConversation()
AddConversationOption(conversation,"No")
AddConversationOption(conversation,"Yes","hailed")-- You can refer back to earlier functions.
StartConversation(conversation,NPC,Spawn,"Want to continue our conversation?")-- If we want the player to cick a button, this option must be present.
end
--[[
TipsonPlayFlavor
PlayFlavor(NPC,"voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley006.mp3","If you see Fritz, would you tell him I'm looking for him?","nod",4082962413,3474255449,Spawn,8)
TranslatesintotheNPCwiththevoiceoversaying"If you see Fritz, would you tell him I'm looking for him?"inStoutLanguage(8)whilenodding.EnitreactionisonlyvisibletotheSpawn/Player.