It would be fired from the action taken when that line of the conversation is spoken.
The other place to use scripts in conversations is as starting conditionals, or the two choices at the end of the conversation which are, ends normal, or broken off. For instance for those last two the standard end of conversation calls walkwaypoints script so the npc will return to their nearest wp or walk waypoints if they have more than one. But here you have the option to add in some extra spice if a PC breaks off a conversation, and have the npc say or do something, after all there are those annoying pop-up tips which tell you that some npc's will be angered at this.
Probably too much information you are not really asking about, but just thought I would throw that in. It was a slow day in the salt mine.
Actually this looks as it would be placed at the end of the conversation, but instead of just having that single npc speaker return to their walkwaypoint, which could be achieved be simply using the default script and having the npc assigned waypoints, he wants all the nearby npc's with similar Tags, to do the same thing, thus the customisation.
At least I think that was the point.
Modifié par ffbj, 02 mai 2011 - 11:48 .