Just a dancing script fix
This commit is contained in:
		| @@ -2913,7 +2913,7 @@ | ||||
|   }, | ||||
|   "Version": { | ||||
|     "type": "dword", | ||||
|     "value": 46 | ||||
|     "value": 47 | ||||
|   }, | ||||
|   "Width": { | ||||
|     "type": "int", | ||||
|   | ||||
| @@ -296,7 +296,7 @@ | ||||
|         }, | ||||
|         "Script": { | ||||
|           "type": "resref", | ||||
|           "value": "" | ||||
|           "value": "pro_dance" | ||||
|         }, | ||||
|         "Sound": { | ||||
|           "type": "resref", | ||||
| @@ -596,7 +596,7 @@ | ||||
|         }, | ||||
|         "Script": { | ||||
|           "type": "resref", | ||||
|           "value": "pro_dance" | ||||
|           "value": "" | ||||
|         }, | ||||
|         "Sound": { | ||||
|           "type": "resref", | ||||
|   | ||||
| @@ -8195,7 +8195,7 @@ | ||||
|         }, | ||||
|         "ChallengeRating": { | ||||
|           "type": "float", | ||||
|           "value": 9.0 | ||||
|           "value": 10.0 | ||||
|         }, | ||||
|         "ClassList": { | ||||
|           "type": "list", | ||||
| @@ -8722,7 +8722,7 @@ | ||||
|         }, | ||||
|         "ScriptSpawn": { | ||||
|           "type": "resref", | ||||
|           "value": "x2_def_immobile" | ||||
|           "value": "nw_c2_default9pr" | ||||
|         }, | ||||
|         "ScriptSpellAt": { | ||||
|           "type": "resref", | ||||
| @@ -8730,7 +8730,7 @@ | ||||
|         }, | ||||
|         "ScriptUserDefine": { | ||||
|           "type": "resref", | ||||
|           "value": "x2_def_immobile" | ||||
|           "value": "nw_c2_default9pr" | ||||
|         }, | ||||
|         "SkillList": { | ||||
|           "type": "list", | ||||
| @@ -9046,44 +9046,9 @@ | ||||
|           "type": "resref", | ||||
|           "value": "prostitute" | ||||
|         }, | ||||
|         "VarTable": { | ||||
|           "type": "list", | ||||
|           "value": [ | ||||
|             { | ||||
|               "__struct_id": 0, | ||||
|               "Name": { | ||||
|                 "type": "cexostring", | ||||
|                 "value": "X4_L_USE_AMBIENT_CIVILIZED" | ||||
|               }, | ||||
|               "Type": { | ||||
|                 "type": "dword", | ||||
|                 "value": 1 | ||||
|               }, | ||||
|               "Value": { | ||||
|                 "type": "int", | ||||
|                 "value": 1 | ||||
|               } | ||||
|             }, | ||||
|             { | ||||
|               "__struct_id": 0, | ||||
|               "Name": { | ||||
|                 "type": "cexostring", | ||||
|                 "value": "X4_L_USE_AMBIENT_CHATTER" | ||||
|               }, | ||||
|               "Type": { | ||||
|                 "type": "dword", | ||||
|                 "value": 1 | ||||
|               }, | ||||
|               "Value": { | ||||
|                 "type": "int", | ||||
|                 "value": 1 | ||||
|               } | ||||
|             } | ||||
|           ] | ||||
|         }, | ||||
|         "WalkRate": { | ||||
|           "type": "int", | ||||
|           "value": 2 | ||||
|           "value": 4 | ||||
|         }, | ||||
|         "willbonus": { | ||||
|           "type": "short", | ||||
|   | ||||
							
								
								
									
										
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							| @@ -0,0 +1,258 @@ | ||||
| //::////////////////////////////////////////////////// | ||||
| //:: NW_C2_DEFAULT9 | ||||
| /* | ||||
|  * Default OnSpawn handler with XP1 revisions. | ||||
|  * This corresponds to and produces the same results | ||||
|  * as the default OnSpawn handler in the OC. | ||||
|  * | ||||
|  * This can be used to customize creature behavior in three main ways: | ||||
|  * | ||||
|  * - Uncomment the existing lines of code to activate certain | ||||
|  *   common desired behaviors from the moment when the creature | ||||
|  *   spawns in. | ||||
|  * | ||||
|  * - Uncomment the user-defined event signals to cause the | ||||
|  *   creature to fire events that you can then handle with | ||||
|  *   a custom OnUserDefined event handler script. | ||||
|  * | ||||
|  * - Add new code _at the end_ to alter the initial | ||||
|  *   behavior in a more customized way. | ||||
|  */ | ||||
| //::////////////////////////////////////////////////// | ||||
| //:: Copyright (c) 2002 Floodgate Entertainment | ||||
| //:: Created By: Naomi Novik | ||||
| //:: Created On: 12/11/2002 | ||||
| //::////////////////////////////////////////////////// | ||||
|  | ||||
| #include "x0_i0_anims" | ||||
| //#include "x0_i0_walkway" - in x0_i0_anims | ||||
| #include "x0_i0_treasure" | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     // ***** Spawn-In Conditions ***** // | ||||
|  | ||||
|     // * REMOVE COMMENTS (// ) before the "Set..." functions to activate | ||||
|     // * them. Do NOT touch lines commented out with // *, those are | ||||
|     // * real comments for information. | ||||
|  | ||||
|     // * This causes the creature to say a one-line greeting in their | ||||
|     // * conversation file upon perceiving the player. Put [NW_D2_GenCheck] | ||||
|     // * in the "Text Seen When" field of the greeting in the conversation | ||||
|     // * file. Don't attach any player responses. | ||||
|     // * | ||||
|     //SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION); | ||||
|  | ||||
|     // * Same as above, but for hostile creatures to make them say | ||||
|     // * a line before attacking. | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION); | ||||
|  | ||||
|     // * This NPC will attack when its allies call for help | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET); | ||||
|  | ||||
|     // * If the NPC has the Hide skill they will go into stealth mode | ||||
|     // * while doing WalkWayPoints(). | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_STEALTH); | ||||
|  | ||||
|     // * Same, but for Search mode | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_SEARCH); | ||||
|  | ||||
|     // * This will set the NPC to give a warning to non-enemies | ||||
|     // * before attacking. | ||||
|     // * NN -- no clue what this really does yet | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_SET_WARNINGS); | ||||
|  | ||||
|     // * Separate the NPC's waypoints into day & night. | ||||
|     // * See comment on WalkWayPoints() for use. | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING); | ||||
|  | ||||
|     // * If this is set, the NPC will appear using the "EffectAppear" | ||||
|     // * animation instead of fading in, *IF* SetListeningPatterns() | ||||
|     // * is called below. | ||||
|     // * | ||||
|     //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION); | ||||
|  | ||||
|     // * This will cause an NPC to use common animations it possesses, | ||||
|     // * and use social ones to any other nearby friendly NPCs. | ||||
|     // * | ||||
|      //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); | ||||
|  | ||||
|     // * Same as above, except NPC will wander randomly around the | ||||
|     // * area. | ||||
|     // * | ||||
|      //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS); | ||||
|  | ||||
|     // **** Animation Conditions **** // | ||||
|     // * These are extra conditions you can put on creatures with ambient | ||||
|     // * animations. | ||||
|  | ||||
|     // * Civilized creatures interact with placeables in | ||||
|     // * their area that have the tag "NW_INTERACTIVE" | ||||
|     // * and "talk" to each other. | ||||
|     // * | ||||
|     // * Humanoid races are civilized by default, so only | ||||
|     // * set this flag for monster races that you want to | ||||
|     // * behave the same way. | ||||
|     // SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED); | ||||
|  | ||||
|     // * If this flag is set, this creature will constantly | ||||
|     // * be acting. Otherwise, creatures will only start | ||||
|     // * performing their ambient animations when they | ||||
|     // * first perceive a player, and they will stop when | ||||
|     // * the player moves away. | ||||
|     // SetAnimationCondition(NW_ANIM_FLAG_CONSTANT); | ||||
|  | ||||
|     // * Civilized creatures with this flag set will | ||||
|     // * randomly use a few voicechats. It's a good | ||||
|     // * idea to avoid putting this on multiple | ||||
|     // * creatures using the same voiceset. | ||||
|     // SetAnimationCondition(NW_ANIM_FLAG_CHATTER); | ||||
|  | ||||
|     // * Creatures with _immobile_ ambient animations | ||||
|     // * can have this flag set to make them mobile in a | ||||
|     // * close range. They will never leave their immediate | ||||
|     // * area, but will move around in it, frequently | ||||
|     // * returning to their starting point. | ||||
|     // * | ||||
|     // * Note that creatures spawned inside interior areas | ||||
|     // * that contain a waypoint with one of the tags | ||||
|     // * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically | ||||
|     // * have this condition set. | ||||
|     // SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE); | ||||
|  | ||||
|  | ||||
|     // **** Special Combat Tactics *****// | ||||
|     // * These are special flags that can be set on creatures to | ||||
|     // * make them follow certain specialized combat tactics. | ||||
|     // * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE. | ||||
|  | ||||
|     // * Ranged attacker | ||||
|     // * Will attempt to stay at ranged distance from their | ||||
|     // * target. | ||||
|     // SetCombatCondition(X0_COMBAT_FLAG_RANGED); | ||||
|  | ||||
|     // * Defensive attacker | ||||
|     // * Will use defensive combat feats and parry | ||||
|     // SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE); | ||||
|  | ||||
|     // * Ambusher | ||||
|     // * Will go stealthy/invisible and attack, then | ||||
|     // * run away and try to go stealthy again before | ||||
|     // * attacking anew. | ||||
|     // SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER); | ||||
|  | ||||
|     // * Cowardly | ||||
|     // * Cowardly creatures will attempt to flee | ||||
|     // * attackers. | ||||
|     // SetCombatCondition(X0_COMBAT_FLAG_COWARDLY); | ||||
|  | ||||
|  | ||||
|     // **** Escape Commands ***** // | ||||
|     // * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME. | ||||
|     // * NOTE2: Not clear that these actually work. -- NN | ||||
|  | ||||
|     // * Flee to a way point and return a short time later. | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); | ||||
|  | ||||
|     // * Flee to a way point and do not return. | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); | ||||
|  | ||||
|     // * Teleport to safety and do not return. | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); | ||||
|  | ||||
|     // * Teleport to safety and return a short time later. | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); | ||||
|  | ||||
|  | ||||
|  | ||||
|     // ***** CUSTOM USER DEFINED EVENTS ***** / | ||||
|  | ||||
|  | ||||
|     /* | ||||
|       If you uncomment any of these conditions, the creature will fire | ||||
|       a specific user-defined event number on each event. That will then | ||||
|       allow you to write custom code in the "OnUserDefinedEvent" handler | ||||
|       script to go on top of the default NPC behaviors for that event. | ||||
|  | ||||
|       Example: I want to add some custom behavior to my NPC when they | ||||
|       are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create | ||||
|       a new user-defined script that has something like this in it: | ||||
|  | ||||
|       if (GetUserDefinedEventNumber() == 1006) { | ||||
|           // Custom code for my NPC to execute when it's damaged | ||||
|       } | ||||
|  | ||||
|       These user-defined events are in the range 1001-1007. | ||||
|     */ | ||||
|  | ||||
|     // * Fire User Defined Event 1001 in the OnHeartbeat | ||||
|     // * | ||||
|      //SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); | ||||
|  | ||||
|     // * Fire User Defined Event 1002 | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); | ||||
|  | ||||
|     // * Fire User Defined Event 1005 | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); | ||||
|  | ||||
|     // * Fire User Defined Event 1006 | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); | ||||
|  | ||||
|     // * Fire User Defined Event 1008 | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); | ||||
|  | ||||
|     // * Fire User Defined Event 1003 | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); | ||||
|  | ||||
|     // * Fire User Defined Event 1004 | ||||
|     // * | ||||
|     // SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); | ||||
|  | ||||
|  | ||||
|  | ||||
|     // ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** // | ||||
|  | ||||
|     // * Goes through and sets up which shouts the NPC will listen to. | ||||
|     // * | ||||
|     SetListeningPatterns(); | ||||
|  | ||||
|     // * Walk among a set of waypoints. | ||||
|     // * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk | ||||
|     // *    among them in order. | ||||
|     // * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there | ||||
|     // *    and return to it after combat. | ||||
|     // | ||||
|     // * Optional Parameters: | ||||
|     // * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0) | ||||
|     // | ||||
|     // * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also | ||||
|     // * create waypoints with the tags "WN_" + NPC Tag + "_##" | ||||
|     // * and those will be walked at night. (The standard waypoints | ||||
|     // * will be walked during the day.) | ||||
|     // * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag. | ||||
|     //WalkWayPoints(); | ||||
|  | ||||
|  | ||||
|     //* Create a small amount of treasure on the creature | ||||
|     CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF); | ||||
|  | ||||
|  | ||||
|     // ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** // | ||||
|          //ExecuteScript("random_drop",OBJECT_SELF); | ||||
|          //ExecuteScript("prc_npc_death", OBJECT_SELF); | ||||
| } | ||||
| @@ -1,41 +1,75 @@ | ||||
| #include "x0_i0_anims" | ||||
| #include "x0_i0_position" | ||||
|  | ||||
| void SetFacingObject(object oTarget) | ||||
| { | ||||
| vector vFace=GetPosition(oTarget); | ||||
| SetFacingPoint(vFace); | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
| object oPC = OBJECT_SELF; | ||||
| object oClient = GetLastSpeaker(); | ||||
| object oClient = GetPCSpeaker(); | ||||
|  | ||||
| ClearAllActions(); | ||||
| AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY2)); | ||||
| DelayCommand(3.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_TALK_LAUGHING, 2.0, 2.0))); | ||||
| DelayCommand(3.1, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH))); | ||||
|  | ||||
| DelayCommand(3.1, SetFacing(270.0)); | ||||
| DelayCommand(5.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
|  | ||||
| DelayCommand(5.1, SetFacing(240.0f)); | ||||
| DelayCommand(5.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
|  | ||||
| DelayCommand(5.6, SetFacing(220.0f)); | ||||
| DelayCommand(6.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
|  | ||||
| DelayCommand(6.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_WORSHIP, 2.0, 2.0))); | ||||
|  | ||||
| DelayCommand(8.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, 0.1, 0.9))); | ||||
| DelayCommand(9.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_MID, 0.1, 0.9))); | ||||
| DelayCommand(10.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, 0.1, 0.9))); | ||||
| DelayCommand(11.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, 0.1, 0.9))); | ||||
| DelayCommand(6.7, SetFacing(120.0f)); | ||||
| DelayCommand(6.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 2.0))); | ||||
| DelayCommand(8.7, SetFacing(80.0f)); | ||||
| DelayCommand(8.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9))); | ||||
| DelayCommand(9.7, SetFacing(40.0f)); | ||||
| DelayCommand(9.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9))); | ||||
| DelayCommand(10.7, SetFacing(20.0f)); | ||||
| DelayCommand(10.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9))); | ||||
| DelayCommand(11.7, SetFacing(40.0f)); | ||||
| DelayCommand(11.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.4, 0.9))); | ||||
| DelayCommand(12.7, SetFacing(80.0f)); | ||||
| DelayCommand(12.7, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH))); | ||||
| DelayCommand(12.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_STEAL))); | ||||
| DelayCommand(13.6, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH))); | ||||
| DelayCommand(13.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(12.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
| DelayCommand(13.7, SetFacing(90.0f)); | ||||
| DelayCommand(13.7, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH))); | ||||
| DelayCommand(13.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(14.1, SetFacing(120.0f)); | ||||
| DelayCommand(14.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
| DelayCommand(14.6, SetFacing(160.0f)); | ||||
| DelayCommand(14.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(15.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 1.0, 3.0))); | ||||
| DelayCommand(18.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, -1.0, 3.0))); | ||||
| DelayCommand(21.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(21.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
| DelayCommand(15.1, SetFacing(180.0f)); | ||||
| DelayCommand(15.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(15.9, SetFacing(170.0f)); | ||||
| DelayCommand(16.0, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(17.0, SetFacing(160.0f)); | ||||
| DelayCommand(17.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(18.0, SetFacing(120.0f)); | ||||
| DelayCommand(18.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(19.0, SetFacing(90.0f)); | ||||
| DelayCommand(19.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(20.0, SetFacing(40.0f)); | ||||
| DelayCommand(20.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(21.0, SetFacing(20.0f)); | ||||
| DelayCommand(21.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 0.3, 1.0))); | ||||
| DelayCommand(22.0, SetFacingObject(oPC)); | ||||
| DelayCommand(22.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
| DelayCommand(22.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(23.1, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH))); | ||||
| DelayCommand(23.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_BOW))); | ||||
| DelayCommand(32.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_GREETING))); | ||||
| DelayCommand(22.7, SetFacing(320.0f)); | ||||
| DelayCommand(22.8, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(23.5, SetFacing(300.0f)); | ||||
| DelayCommand(23.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
| DelayCommand(24.0, SetFacing(320.0f)); | ||||
| DelayCommand(24.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK))); | ||||
| DelayCommand(24.8, SetFacing(340.0f)); | ||||
| DelayCommand(24.9, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE))); | ||||
| DelayCommand(26.1, SetFacingObject(oPC)); | ||||
| DelayCommand(26.2, AssignCommand(oPC, ClearAllActions())); | ||||
| DelayCommand(26.25, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH))); | ||||
| DelayCommand(26.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_BOW))); | ||||
| DelayCommand(27.5, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_GREETING))); | ||||
|  | ||||
| } | ||||
|   | ||||
							
								
								
									
										23
									
								
								_module/nss/pro_dance2.nss
									
									
									
									
									
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										23
									
								
								_module/nss/pro_dance2.nss
									
									
									
									
									
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							| @@ -0,0 +1,23 @@ | ||||
| void main() | ||||
| { | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_TALK_FORCEFUL,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_TALK_PLEADING,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT,1.0); | ||||
| ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2,1.0); | ||||
| ActionPlayAnimation(ANIMATION_FIREFORGET_BOW,1.0); | ||||
| } | ||||
										
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