//:://///////////////////////////////////////////// //:: Name: inc_emotewand //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* An INCLUDE script to handle all EmoteWand functions. */ //::////////////////////////////////////////////// //:: Created By: Samius Maximus //:: Created On: //::////////////////////////////////////////////// void BroadcasttoParty(object oPC,string sText); object oPlayer = GetPCSpeaker(); int iRoll; void ewRest() { SetLocalInt(oPlayer, "REST", 1); AssignCommand(oPlayer, ActionRest()); DelayCommand(20.0, DeleteLocalInt(oPlayer, "REST")); } void DoPartyRoll() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); object oMember; oMember = GetFirstFactionMember(oPlayer, TRUE); string sMsg; sMsg = GetName(oPlayer) + " Rolled a 100 sided dice for the party & "; while(GetIsPC(oMember)) { iRoll = d100(); sMsg += GetName(oMember) + " *Rolled a " + IntToString (iRoll) + ". & "; oMember = GetNextFactionMember(oPlayer, TRUE); } DelayCommand (2.0, AssignCommand (oPlayer, SpeakString (sMsg))); } void Roll100() { iRoll = d100(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls a 100-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 100-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Roll10() { iRoll = d10(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls a 10-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 10-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Roll12() { iRoll = d12(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls a 12-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 12-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Roll20() { iRoll = d20(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls a 20-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 20-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Roll4() { iRoll = d4(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls a 4-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 4-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Roll6() { iRoll = d6(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls a 6-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 6-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Roll8() { iRoll = d8(); AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 3.0)); DelayCommand (2.0, AssignCommand (oPlayer, SpeakString ("*Rolls an 8-sided die, and recieves a " + IntToString (iRoll) + ".*"))); DelayCommand (2.0, BroadcasttoParty (oPlayer,"*"+GetName(oPlayer)+" rolls a 8-sided die, and recieves a " + IntToString (iRoll) + ".*")); } void Dance() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_VICTORY2)); DelayCommand (3.0, AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_TALK_LAUGHING, 3.0, 2.0))); DelayCommand (3.0, AssignCommand (oPlayer, PlayVoiceChat (VOICE_CHAT_LAUGH))); DelayCommand (5.0, AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_VICTORY1))); DelayCommand (8.5, AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_VICTORY3))); DelayCommand (11.0, AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 3.0, 2.0))); DelayCommand (14.5, AssignCommand (oPlayer, PlayVoiceChat (VOICE_CHAT_LAUGH))); DelayCommand (13.0, AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_VICTORY3))); } void Drunk() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_PAUSE_DRUNK, 1.0, 10000.0)); } void Meditate() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_MEDITATE, 1.0, 10000.0)); } void Read() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_READ)); DelayCommand (3.0, AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_READ))); } void Sit() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SIT_CROSS, 1.0, 10000.0)); } void Worship() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_WORSHIP, 1.0, 10000.0)); //AssignCommand (oPlayer, PlayVoiceChat (VOICE_CHAT_PAIN2)); } void TalkForceful() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_TALK_FORCEFUL, 1.0, 10000.0)); } void TalkLaughing() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_TALK_LAUGHING, 1.0, 10000.0)); } void TalkPleading() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_TALK_PLEADING, 1.0, 10000.0)); } void TakeNap() { //effect eNap = EffectVisualEffect (VFX_IMP_SLEEP); //ApplyEffectToObject (DURATION_TYPE_INSTANT, eNap, oPlayer, 1.0); AssignCommand (oPlayer ,ActionPlayAnimation (ANIMATION_LOOPING_DEAD_FRONT, 1.0, 10000.0)); } void FallBack() { AssignCommand (oPlayer ,ActionPlayAnimation (ANIMATION_LOOPING_DEAD_BACK, 1.0, 10000.0)); } void Drink() { AssignCommand (oPlayer ,ActionPlayAnimation (ANIMATION_FIREFORGET_DRINK, 0.3, 10000.0)); } void GetLow() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_LOW, 1.0, 10000.0)); } void GetMid() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_GET_MID, 1.0, 10000.0)); } void PauseTired() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_PAUSE_TIRED, 1.0, 10000.0)); } void LookFar() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_LOOK_FAR, 1.0, 10000.0)); } void HideObject() { AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_STEAL, 1.0, 10000.0)); } void BroadcasttoParty(object oPC,string sText) { object oParty=GetFirstFactionMember(oPC); while (GetIsObjectValid(oParty)) { SendMessageToPC(oParty,sText); oParty=GetNextFactionMember(oPC); } }