//:://///////////////////////////////////////////// //:: FileName: tbx0_social_ud //::////////////////////////////////////////////// /* determines action social pheno will use */ //::////////////////////////////////////////////// //:: Created By: John Hawkins //:: Created On: 03/07/2008 //::////////////////////////////////////////////// void main() { int iNum = GetUserDefinedEventNumber(); switch (iNum) { case 4201: { if(GetLocalInt(OBJECT_SELF,"SITTING") == 1) { SetLocalInt(OBJECT_SELF,"SocialFoundSeat",1); AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS,1.0,60000.0)); string sStool = GetLocalString(OBJECT_SELF,"SocialChairResRef"); if(sStool == "") sStool = "plx_socialstool"; object oStool = CreateObject(OBJECT_TYPE_PLACEABLE,sStool, GetLocation(OBJECT_SELF),FALSE,"SIT"+GetTag(OBJECT_SELF)); SetLocalObject(OBJECT_SELF,"MySocialStool",oStool); SetName(oStool,GetName(OBJECT_SELF)); SetLocalInt(OBJECT_SELF,"BUSY",1); if(GetLocalString(OBJECT_SELF,"BUSY")=="") { int iChange = d4(); string sTxt = "as_pl_x2rghtav"; string sSound = sTxt + IntToString(iChange); SetLocalString(OBJECT_SELF,"BUSY",sSound); } return; } if(GetLocalInt(OBJECT_SELF,"SITTING") == 2) { SetLocalInt(OBJECT_SELF,"SocialFoundSeat",1); AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_CUSTOM2,1.0,60000.0)); string sStool = GetLocalString(OBJECT_SELF,"SocialChairResRef"); if(sStool == "") sStool = "plx_socialstool"; object oStool = CreateObject(OBJECT_TYPE_PLACEABLE,sStool, GetLocation(OBJECT_SELF),FALSE,"SIT"+GetTag(OBJECT_SELF)); SetLocalObject(OBJECT_SELF,"MySocialStool",oStool); SetName(oStool,GetName(OBJECT_SELF)); SetLocalInt(OBJECT_SELF,"BUSY",1); if(GetLocalString(OBJECT_SELF,"BUSY")=="") { int iChange = d4(); string sTxt = "as_pl_x2rghtav"; string sSound = sTxt + IntToString(iChange); SetLocalString(OBJECT_SELF,"BUSY",sSound); } return; } int iRnd = d20(); switch(iRnd) { case 1: ClearAllActions(); //drink (15% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_BOW)); break; case 2: ClearAllActions(); //drink AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_BOW)); break; case 3: ClearAllActions(); //drink AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_BOW)); break; case 4: ClearAllActions(); //look right (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_RIGHT)); break; case 5: ClearAllActions(); //look left (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT)); break; case 6: ClearAllActions(); //chug (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD)); break; case 7: ClearAllActions(); //pause (20% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE,1.0,6.0)); break; case 8: ClearAllActions(); //pause AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE,1.0,6.0)); break; case 9: ClearAllActions(); //pause AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE,1.0,6.0)); break; case 10: ClearAllActions(); //pause AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE,1.0,6.0)); break; case 11: ClearAllActions(); //cheers! (10% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_GREETING)); break; case 12: ClearAllActions(); //cheers! AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_GREETING)); break; case 13: ClearAllActions(); //cheers! + drink (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_SALUTE)); break; case 14: ClearAllActions(); //walk... (10% chance) AssignCommand(OBJECT_SELF,ActionRandomWalk()); break; case 15: ClearAllActions(); //walk... AssignCommand(OBJECT_SELF,ActionRandomWalk()); break; case 16: ClearAllActions(); //bored (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_BORED)); break; case 17: ClearAllActions(); //we're getting a buzz now! (10% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK,1.0,6.0)); break; case 18: ClearAllActions(); //we're getting a buzz now! AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK,1.0,6.0)); break; case 19: ClearAllActions(); //wahoo! (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY3)); break; case 20: ClearAllActions(); //tired (5% chance) AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_TIRED,1.0,6.0)); break; } } } }