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* AGS Manual
  * Scripting
    * Character functions and properties

Speaking property

readonly bool Character.Speaking
Returns true if the character is currently talking, or false if not.

This property is read-only. It will only return true for the active talking character; that is, it will not return true for any characters talking with the SayBackground command.

Since this property will only be true while the character is speaking, and speaking is a blocking command, this property will probably only be useful to access from the repeatedly_execute_always handler.

Example:

if ((cEgo.Speaking) && (!cEgo.Animating)) {
  cEgo.Animate(3, 5, eRepeat, eNoBlock);
}
will animate the character using loop 3 while they are talking (only useful with Sierra-style speech).

See Also: Character.Animating, Character.Moving, Character.Say, Character.SpeakingFrame


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