speaking

speaking is a global variable that is used to keep track of which NPC the player is talking to, if any. It is set by routines such as SpeakTo, DoTalk, DoAsk, and DoTell. You should set it yourself if your game initiates a conversation without the player’s input. Christopher Tate’s “converse” library contribution uses it to determine whether PrintStatusLine should draw a normal status line or one with conversation options.