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This page expands the dialogue guide, see the main page Dialogue Structure Overlook

Target options in Conditions


T_ME

The host NPC to whom the dialogue is attached to (owner of dialogue), is always a NPC

T_TARGET

Can be a NPC or player, requires some trigger that determines the target, fe. ev_see_neutral_squad.

Is the Player, if happened through ev_player_talk_to_me event

T_TARGET_IF_PLAYER

Specifies that the target is actually a player character. Handy when doing broad scans like ev_see_neutral_squad

T_INTERJECTOR (1,2,3)

Makes interjector the target, please note that an interjector is seldom a specific character as it is randomly (with conditions) selected from the available NPCs around the speaker. Interjectors work only on free speech (monologue, bar talk), they do not work in conversation dialogues where player gets options.


T_TARGET_WITH_RACE

Should only trigger if the target is or is not a specific race, I have not tested this