Use Crossfire.NPCSay() to have NPCs talk after the player.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@13157 282e977c-c81d-0410-88c4-b93c2d0d6712master
parent
bf66a9910b
commit
4f0c75aac3
|
@ -207,7 +207,7 @@ class Dialog:
|
|||
message = message.replace('$me', self.__speaker.QueryName())
|
||||
message = message.replace('$you', self.__character.QueryName())
|
||||
|
||||
self.__speaker.Say(message)
|
||||
Crossfire.NPCSay(self.__speaker, message);
|
||||
if rule.getRequires() == None:
|
||||
if rule.getSuggests() != None:
|
||||
self.__speaker.Say(rule.getSuggests())
|
||||
|
|
Loading…
Reference in New Issue