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