/////////////////////////////////////////////////////// //Drunken fool 1.0 /////////// ////////////////////////////////////////// //This script rolls 1d10 and causes a random walking NPC to be have as a drunk. //Not that I know anything about that :) ///////////////////////////////////////////////////// //Script by Christopher Bernert //Date Created: 6/27/02 //////////////////////////////////////////////////// int iRollTen = d10(1); void main() { ActionRandomWalk(); if(d100(1) >100) //50% chance of performing a drunken act { { switch(iRollTen) //Generated Number { case 1: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_LISTEN)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); break; case 2: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); break; case 3: ClearAllActions(); ActionDoCommand(PlaySound("as_pl_chantingm2")); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); break; case 4: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(PlaySound("as_pl_hiccupm1")); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); break; case 5: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS)); break; case 6: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(PlaySound("as_pl_hiccupm1")); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); break; case 7: ClearAllActions(); ActionDoCommand(PlaySound("as_pl_belchingm1")); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_TALK_LAUGHING)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); break; case 8: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_MEDITATE)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS)); break; case 9: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); break; case 10: ClearAllActions(); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); ActionDoCommand(ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); break; } } } }