IF
NumTimesTalkedTo(0) //I think there is no need for this in the whole script - but it does not hurt either
Kit(LastSummonerOf(Myself),FERALAN)
Global("D5_ARCHER","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("D5_ARCHER","GLOBAL",1)
Continue()
END
IF
NumTimesTalkedTo(0)
Kit(LastSummonerOf(Myself),BERSERKER)
Global("D5_MELEE","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("D5_MELEE","GLOBAL",1)
Continue()
END
IF
Global("D5_MELEE","GLOBAL",0)
Kit(LastSummonerOf(Myself),KENSAI)
THEN
RESPONSE #100
SetGlobal("D5_MELEE","GLOBAL",1)
Continue()
END
IF
NumTimesTalkedTo(0)
Kit(LastSummonerOf(Myself),BARBARIAN)
Global("D5_MELEE","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("D5_MELEE","GLOBAL",1)
Continue()
END
IF
NumTimesTalkedTo(0)
Kit(LastSummonerOf(Myself),CAVALIER)
Global("D5_MELEE","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("D5_MELEE","GLOBAL",1)
Continue()
END
IF
NumTimesTalkedTo(0)
Global("D5_WEPFO","GLOBAL",0)
OR(2)
Global("D5_MELEE","GLOBAL",1)
Global("D5_ARCHER","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("D5_WEPFO","GLOBAL",1)
SetNumTimesTalkedTo(1) //Not needed, if dialogue triggers this is automatic
ActionOverride(LastSummonerOf(Myself),StartDialogOverride("d5_wepfo",Myself))
END
IF
True() //This may as well be contained in dialogue itself
THEN
RESPONSE #100
SetGlobal("D5_WEPFO","GLOBAL",0)
SetGlobal("D5_ARCHER","GLOBAL",0)
SetGlobal("D5_MELEE","GLOBAL",0)
SetNumTimesTalkedTo(0) //A Local, no need to reset
Wait(6)
DestroySelf() // reset global variables, then destroy self
END