Can you trade with the cat?
The reason I ask is because of this piece of scripting from within the StoryEditor,
////////////////////////////////////////////////////////////////////////////////////////////////////
// An evil dude is an npc whose alignment relations define him to be agressive towards a good guy -
// let's take Lanilor as the definition of a good guy.
// Note: this does not mean that the evil dude will be agressive towards the player - au contraire!
// The evil dude will be smart enough to feign friendlyness to the player in an attempt to mislead him.
// This is done automatically at game start by calling SetFriendlyAlignmentWithHero(_Npc);
PROC
SetEvilDudeStatus((CHARACTER)_Npc)
AND
NOT EvilDude(_Npc)
AND
//TODO: really?
CharacterGetRelationToCharacter(_Npc,CHARACTER_CYS_Arhu,_Alignment)
THEN
SetEvilDudeStatus_1(_Npc,_Alignment);
PROC
SetEvilDudeStatus_1((CHARACTER)_Npc,(INTEGER)_Alignment)
AND
_Alignment < 25
THEN
EvilDude(_Npc);
////////////////////////////////////////////////////////////////////////////////////////////////////
// Amoral npcs don't mind if they're addressed by the hero when he has weapons drawn
// Amoral npcs don't mind/comment about stealing.
//
// MoralNpc/1 overrides as you can see in the following rules:
//
IF
EvilDude(_Npc)
AND
NOT MoralNpc(_Npc)
THEN
Amoral(_Npc);
IF
Unintelligent(_Npc)
AND
NOT MoralNpc(_Npc)
THEN
Amoral(_Npc);
////////////////////////////////////////////////////////////////////////////////////////////////////
// Evil dudes do not trade
IF
EvilDude(_Npc)
THEN
ProcDisablePlayerTrade(_Npc);
PROC
ProcDisablePlayerTrade((CHARACTER)_Npc)
AND
_Player.isPlayer()
THEN
CannotTrade(_Player,_Npc);
PROC
ProcDisablePlayerTrade((CHARACTER)_Npc)
AND
DB_DefinedCompanions(_Player)
THEN
CannotTrade(_Player,_Npc);
To the OP, you don't want to be forced to fight a cat in the game, okay. But... what if it's an
evil cat..? DUN DUN DUNNNN.