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.