Later tonight I will attach a download for a pre-written script to save you the hassle of writing your own.
Here is a section cut out from a sample script. It is important to remember to set the script to the player before going any further. The trigger set up below is only for taunt number 1. For a different number just increase or decrease the Accumulate Attribute condition and the tribute effect. The next effect(s) are up to you. Add an attack increase for a weapon being equipped etc... So if you say 1 (Yes) the AI file will tribute 40 wood to player 2 and the condition of Accumulate Attribute - Wood Stockpile 40 will be met. You will then need to set up 3 Triggers for this to work properly. One for the Question When the player answers the question use an effect in both answers to deactivate the one that wasn't used that way it won’t trigger when a player uses the taunt in a different location. So if the player says Yes to buy a chain mail use an effect in the Yes trigger to deactivate the No triggers. If the player says No use an effect to deactivate the Yes answer and reactivate the question so when the player comes back the blacksmith will ask him again. If you use the "Select Object" condition for the question make sure you change the ownership of the object to player one and back in the No answer so it doesn't keep repeating the question if the object is selected. Changing the ownership of the object to player one and back will deselect the object. What is this trick good for? Well let's say you have an RPG where you want the player to be able to reply to questions. This trick is exactly how you can do that. The player can then use taunts to answer the question. Make sure you put the timer of display instructions on for a long time because if it just goes away there is no need to actually answer the question and the AI wont work properly. There is another method of using the taunt to trigg system by replacing cc-add-resource with set-signal. I opt to use the resource method for several reasons. First, 'set-signal' has been known to cause save game bugs in which the taunt will not work at all. There is no way to fix this other than having an alternative to entering numbers. Also, set-signal does not allow you to use the same number taunt more than once. If everything is done correctly with the resource method taunts can be looped countless times. Keeping in mind that they are not activated at the same time. Make note that if the player uses any taunts during game play when they are not supposed to it will make the AI send the tribute at any time it is used. This creates problems because when the player does go to a shop that requires taunts it will be automatically answered. So make sure you explain this in your scenario and keep triggers deactivated until use. [This message has been edited by Dark_Warrior_1_ (edited 11-29-2003 @ 06:06 PM).]
(taunt-detected 1 1
=>
(acknowledge-taunt 1 1)
(cc-add-resource wood 40)
(taunt-detected 1 1)
(acknowledge-taunt 1 1)
Next in order to be able to use the trick again you will need to tribute all of player 2's wood so it is set back to 0.
One for the Yes answer
One for the No answer
For example the player goes to a blacksmith and he says, "Would you like to buy a chain mail? (1=Yes) (2=No)"