PWE_PRC8/_module/nss/drunkactions.nss
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2025-04-03 10:29:41 -04:00

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///////////////////////////////////////////////////////
//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;
}
}
}
}