767 lines
28 KiB
Plaintext
767 lines
28 KiB
Plaintext
/*--------------------------------------------------------
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Script Name: gen_chat_inc - (Include Script)
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----------------------------------------------------------
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Created By: Genisys(Guile)
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Created On: 3/05/09
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----------------------------------------------------------
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Taken from SimTools by Funkyswerve (Great Work!)
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Rescripted to fix 1.69 Chat Tools.
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NOTE: You must open up on_player_chat and backspace anywhere
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and save it after you have edited & saved this script!
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----------------------------------------------------------*/
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//Required Include (NOTE: this include uses multiple includes!)
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#include "fky_chat_misc"
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#include "setxp_inc"
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#include "nwnx_webhook"
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#include "nwnx_util"
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const string NWNX_DISCORD_URL = "/api/webhooks/709533785091342397/8Rsb8-or0Ticc5xDNxLP2tldtx_vPR4Zqu41rs_KzNq5stylkMECcEAIdEDDVXteaQmO/slack";
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/////////////////////////////////////////////////////////////////////////
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//Taken from SimTools
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//PROTOTYPE DEFINED..
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int nGetSilence(string sChat)
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{
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//This prototype will see if we need to make the message blank..
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//If the pc is using an emote command, then make it a blank message..
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int b = 0;
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if(GetSubString(sChat, 0, 1) =="!")
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{ b = 1; }
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else if(GetSubString(sChat, 0, 1) =="@")
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{ b = 1; }
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else if(GetSubString(sChat, 0, 1) =="%")
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{ b = 1; }
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else if(GetSubString(sChat, 0, 1) =="*")
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{ b = 1; }
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return b;
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}
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////////////////////////////////////////////////////////////////////// `
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//PROTOTYPE DEFINED
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void SendMsgToAllPCs(string sMsg)
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{
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//This prototype will float message off the PC & they can see it in the
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//combat logg as well (if they bother to look)
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object oPC = GetFirstPC();
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//Send Message to All PC's Function
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while(GetIsObjectValid(oPC))
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{
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FloatingTextStringOnCreature(sMsg, oPC, TRUE);
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//Find the next player if one exist!
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oPC = GetNextPC();
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}
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//PROTOTYPE END
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}
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///////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void HandleCommands(object oPC)
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{
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//Declare Major Variables
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effect eEffect;
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effect eVis;
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int nInt;
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object oTarget = oPC;
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nInt = GetObjectType(oTarget);
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int nLvl = GetHitDice(oPC);
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string sLFG;
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sLFG = "Level ";
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sLFG += IntToString(nLvl);
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sLFG += " Looking For Group!";
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//This prototype is for PC Chat Command they can use..
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//I'll leave this mostly blank for other builders to add to..
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//Call for DM help
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if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 5) == "!help")
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{
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NWNX_WebHook_SendWebHookHTTPS("discordapp.com", NWNX_DISCORD_URL, GetName(GetPCChatSpeaker()) + ": Uh Hey guy I have a problem" , "The Madmanr");
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}
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//Do a party roll for the PC
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if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 10) == "!partyroll")
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{
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DoPartyRoll(oPC);
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}
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//Party Leader Port
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 7)=="!leadme")
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{
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if(GetLocalInt(GetArea(oPC), "JAILED")!=2)
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{
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object oLeader = GetFactionLeader(oPC);
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if (oLeader != oPC)
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oPC);
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AssignCommand(oPC, JumpToObject(oLeader));
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}
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else
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{
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SendMessageToPC(oPC, "You are the party leader!");
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}
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}
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}
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 7) == "!recall")
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{
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if(GetLocalInt(GetArea(oPC), "JAILED")!=2)
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{
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//Store the PC's current location first..
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SetCampaignLocation("LOCATIONS", "recall_loc", GetLocation(oPC), oPC);
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// set to 1 if you want to teleport the whole party of the player, whereever every member is:
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int iTeleportWholeParty = 0;
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// set to 1 if you want the Associates of the player to be teleported as well, otherwise to 0:
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int iTeleportAssociateToo = 1;
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// Enter the destination Waypoint in here:
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object oDWP = GetWaypointByTag("home");
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//--DEBUGGING-----------------------
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//If the way point is not there..
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if (oDWP==OBJECT_INVALID)
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{
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FloatingTextStringOnCreature("No Destination Found.", oPC);
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}
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else
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{
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// Uncomment the next 2 lines if you like fancy animations (plays the summon monster 3 animation)
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effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_CELESTIAL);
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//Apply a fancy visual effect :)
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f);
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DelayCommand(3.9, AssignCommand(oPC, ClearAllActions()));
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//Allow for the visual effect to finish.
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DelayCommand(4.0, AssignCommand(oPC, ActionJumpToObject(oDWP)));
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}
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}
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else
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FloatingTextStringOnCreature("You cannot recall while in jail.", oPC, TRUE);
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}
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//Allow ALL PCs to relevel 1 time..
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 8) == "!relevel")
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{
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if(GetLocalInt(oPC, "RELEVELED")!=1)
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{
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SetLocalInt(oPC, "RELEVELED", 1);
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//Relevel the PC 1 level..
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Relevel1(oPC);
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DelayCommand(1200.0, SetLocalInt(oPC, "RELEVELED", 0));
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}
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}
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 4) == "!lfg")
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{
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if(GetLocalInt(oPC, "SHT_LFG")!=1)
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{
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SetLocalInt(oPC, "SHT_LFG", 1);
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//No spamming for 20 seconds...
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DelayCommand(20.0, SetLocalInt(oPC, "SHT_LFG", 0));
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AssignCommand(oPC, ActionSpeakString(sLFG, TALKVOLUME_SHOUT));
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}
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}
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//Secret Caster Buff...
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 5) == "!buff")
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{
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ExecuteScript("exc_speedcast", oPC);
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}
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 7) == "!killme")
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{
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eEffect = EffectDamage(5000, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_ENERGY);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), GetLocation(oTarget));
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DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC));
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}
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//My Cheat Script, gives gold / xp and buff only
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else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 8) == "!mygod")
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{
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ExecuteScript("guido", oPC);
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}
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//My cheat script (Change script "icheat" to handle DM cheating)
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else if(GetStringLeft(GetPCChatMessage(),8)=="!ohmygod")
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{
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ExecuteScript("icheat", oPC);
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}
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else
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{
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//Do nothing...
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}
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//Prototype End
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}
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//PROTOTYPE DEFINED
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void DoTheDew()
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{
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//This is a DM Command which will kill all PC's on the server (mysteriously :)
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object oWarn;
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object oPlace;
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location lVis;
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oWarn = GetFirstPC();
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while ((oWarn != OBJECT_INVALID))
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{
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oPlace = GetArea(oWarn);
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if(!GetIsDM(oWarn) || !GetIsDMPossessed(oWarn))
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{
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lVis = GetLocation(oWarn);
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DelayCommand(4.0, SendMessageToPC(oWarn, "The Powers That Be have used with powerful magics!"));
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_TIME_STOP), lVis, 5.0);
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DelayCommand(5.0, SendMessageToPC(oWarn, "Suddenly, You feel The Life Energy Being Sucked From You!!!!!."));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(6000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_FIVE), oWarn);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_IMPLOSION), lVis, 5.0);
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}
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oWarn = GetNextPC();
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}
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}
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/////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void DoResetCheck()
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{
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//This prototype handles the delay of Server Restart (& Reload!)
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//See the script "time_keeper" for more details..
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int nDelay = GetLocalInt(GetModule(), "RESET_DELAY");
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if(nDelay == 3)
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{
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SendMsgToAllPCs("Reset has been delayed 15 Minutes!");
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}
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else if(nDelay ==6)
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{
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SendMsgToAllPCs("Reset has been delayed 30 Minutes!");
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}
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else
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{
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SendMsgToAllPCs("One person has voted for Reset Delay.");
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}
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//Prototype End
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}
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///////////////////////////////////////////////////////////////////////////
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//Disabled Prototype (Was part of SimTools, but it's must be here!)
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void ShoutBlock(object oSBPC, int nSBChannel)
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{
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/*
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(Disabled because I'm not useing nwnx2 Chat (sim tools)
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if (nSBChannel == 2) SetLocalString(oSBPC, "NWNX!CHAT!SUPRESS", "1");//suppress emote speech no matter what, helps avoid circumvention of shout bans
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FloatingTextStringOnCreature(COLOR_RED+BADEMOTE+COLOR_END, oSBPC, FALSE);//no match
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if (USING_LINUX && (!GetLocalInt(oSBPC, "FKY_CHAT_EMOTETOGGLE")))
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{
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SetLocalInt(oSBPC, "FKY_CHAT_CONVONUMBER", 80);
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AssignCommand(oSBPC, ClearAllActions(TRUE));
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AssignCommand(oSBPC, ActionStartConversation(oSBPC, "chat_emote", TRUE, FALSE));
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}
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// */
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}
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//PROTOTYPES DEFINED
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//If the player uses "@" symbol before ### they can set their appearance
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void HandleAppearanceSet(object oTarget, string sCText)
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{
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object oPC = oTarget;
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string sNum = GetSubString(sCText, 1, 3);
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int nAppear = StringToInt(sNum);
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SendMessageToPC(oPC, "Your Appearance # = " + IntToString(nAppear));
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int nBad = nAppear;
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int nNo = 0;
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//Dissallow Bad Appearances...
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switch(nBad)
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{
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//Dragons..
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case 38: { nNo = 2; } break;
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case 41: { nNo = 2; } break;
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case 42: { nNo = 2; } break;
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case 43: { nNo = 2; } break;
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case 44: { nNo = 2; } break;
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case 45: { nNo = 2; } break;
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case 46: { nNo = 2; } break;
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case 47: { nNo = 2; } break;
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case 48: { nNo = 2; } break;
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case 49: { nNo = 2; } break;
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case 50: { nNo = 2; } break;
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case 64: { nNo = 2; } break;
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case 72: { nNo = 2; } break;
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//Giants
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case 78: { nNo = 2; } break;
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case 79: { nNo = 2; } break;
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case 80: { nNo = 2; } break;
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case 81: { nNo = 2; } break;
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case 118: { nNo = 2; } break;
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//Invisible Human Male
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case 298: { nNo = 2; } break;
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//Invalid Appearances
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case 307: { nNo = 2; } break;
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case 308: { nNo = 2; } break;
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case 309: { nNo = 2; } break;
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case 310: { nNo = 2; } break;
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case 311: { nNo = 2; } break;
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case 312: { nNo = 2; } break;
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case 313: { nNo = 2; } break;
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case 314: { nNo = 2; } break;
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case 315: { nNo = 2; } break;
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case 316: { nNo = 2; } break;
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case 317: { nNo = 2; } break;
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case 318: { nNo = 2; } break;
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case 319: { nNo = 2; } break;
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case 320: { nNo = 2; } break;
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case 321: { nNo = 2; } break;
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case 322: { nNo = 2; } break;
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case 323: { nNo = 2; } break;
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case 324: { nNo = 2; } break;
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case 325: { nNo = 2; } break;
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case 326: { nNo = 2; } break;
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case 327: { nNo = 2; } break;
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case 328: { nNo = 2; } break;
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case 329: { nNo = 2; } break;
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case 330: { nNo = 2; } break;
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case 331: { nNo = 2; } break;
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case 332: { nNo = 2; } break;
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case 333: { nNo = 2; } break;
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case 334: { nNo = 2; } break;
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case 335: { nNo = 2; } break;
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case 336: { nNo = 2; } break;
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case 337: { nNo = 2; } break;
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case 338: { nNo = 2; } break;
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case 339: { nNo = 2; } break;
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case 340: { nNo = 2; } break;
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case 341: { nNo = 2; } break;
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case 342: { nNo = 2; } break;
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case 343: { nNo = 2; } break;
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case 344: { nNo = 2; } break;
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case 345: { nNo = 2; } break;
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case 346: { nNo = 2; } break;
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case 347: { nNo = 2; } break;
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case 348: { nNo = 2; } break;
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case 349: { nNo = 2; } break;
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//Gaints
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case 350: { nNo = 2; } break;
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case 351: { nNo = 2; } break;
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//Manticore
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case 366: { nNo = 2; } break;
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case 371: { nNo = 2; } break;
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case 372: { nNo = 2; } break;
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case 373: { nNo = 2; } break;
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//Devils & Dragons
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case 392: { nNo = 2; } break;
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case 404: { nNo = 2; } break;
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case 405: { nNo = 2; } break;
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case 418: { nNo = 2; } break;
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case 420: { nNo = 2; } break;
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case 421: { nNo = 2; } break;
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case 422: { nNo = 2; } break;
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case 425: { nNo = 2; } break;
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//Wyverns
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case 455: { nNo = 2; } break;
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case 456: { nNo = 2; } break;
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case 457: { nNo = 2; } break;
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case 458: { nNo = 2; } break;
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//Other Huge Appearances
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case 461: { nNo = 2; } break;
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//case 462: { nNo = 2; } break;
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case 463: { nNo = 2; } break;
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case 468: { nNo = 2; } break;
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case 470: { nNo = 2; } break;
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//case 471: { nNo = 2; } break;
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case 473: { nNo = 2; } break;
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case 481: { nNo = 2; } break;
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}
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//If the appearance is bad...
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if(nNo==2 || nBad >=482)
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{
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FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE);
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}
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//Othewise it's good, set their appearance..
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else
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{
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SetCreatureAppearanceType(oPC, nAppear);
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}
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//PROTOTYPE END
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}
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//////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void GetGameTime(object oPC)
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{
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int nMonth = GetCalendarMonth();
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int nDay = GetCalendarDay();
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int nHour = GetTimeHour();
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int nDHr;
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int nTHr;
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string sSufix;
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string sSufix2;
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string sSufix3;
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//Hour
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if(nHour>12)
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{ nDHr = nHour - 12; }
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else if(nHour==0)
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{ nDHr = 12; }
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else
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{ nDHr = nHour; }
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//Hour Suffix
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if(nDHr==3)
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{ sSufix = "rd "; }
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else if(nDHr==2)
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{ sSufix = "nd "; }
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else if(nDHr==1)
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{ sSufix = "rst "; }
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else
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{ sSufix = "th "; }
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//Day Suffix
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if(nDay==3)
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{ sSufix2 = "rd "; }
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else if(nDay==2)
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{ sSufix2 = "nd "; }
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else if(nDay==1)
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{ sSufix2 = "rst "; }
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else
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{ sSufix2 = "th "; }
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//Month Suffix
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if(nMonth==3)
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{ sSufix3 = "rd "; }
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else if(nMonth==2)
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{ sSufix3 = "nd "; }
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else if(nMonth==1)
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{ sSufix3 = "rst "; }
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else
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{ sSufix3 = "th "; }
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string sMsg;
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sMsg = "It's currently the ";
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sMsg += IntToString(nDHr);
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sMsg += sSufix;
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sMsg += " Hour, of the ";
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sMsg += IntToString(nDay);
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sMsg += sSufix2;
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sMsg += " Day, in the ";
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sMsg += IntToString(nMonth);
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sMsg += sSufix3;
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sMsg += " Month, of the Year ";
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sMsg += IntToString(GetCalendarYear());
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FloatingTextStringOnCreature(sMsg, oPC, TRUE);
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DelayCommand(1.0, FloatingTextStringOnCreature(sMsg, oPC, TRUE));
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DelayCommand(2.0, FloatingTextStringOnCreature(sMsg, oPC, TRUE));
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//PROTOTYPE END
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}
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////////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED (TAKEN FROM SIM TOOLS)- Edited for more content..
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//NOTE: This is where all events are handled for all emotes except
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//appearance setting, PC Commands (Handle Commands), & Other Prototypes above.
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//If you want to add more Prorotypes add them above this one and
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//handle the actual firing of your prototype with THIS Prototype.
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// oPC sText
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void HandleEmotes(object oEPC, string sEText, int nEChannel)
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{
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//Declare Major Variables..
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object oPC = oEPC;
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int nText, nSort2;
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string sSort;
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string sChat = sEText;
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effect eVis;
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effect eEffect;
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if (!GetIsDead(oEPC))
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{
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sEText = GetStringLowerCase(GetStringRight(sEText, GetStringLength(sEText) - 1)); //23 commands, case insensitive
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sSort = GetStringLeft(sEText, 1);
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nText = FindSubString("abcdefghijklmnopqrstuvwxyz", sSort);
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nSort2 = nText < 0 ? -1 : nText / 5;
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switch (nSort2)
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{
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case -1:
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if (USING_LINUX && (sEText == EMOTE_SYMBOL))//double emote symbol toggles emote popup window on and off
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{
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if (GetLocalInt(oEPC, "FKY_CHAT_EMOTETOGGLE")) DeleteLocalInt(oEPC, "FKY_CHAT_EMOTETOGGLE");
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else SetLocalInt(oEPC, "FKY_CHAT_EMOTETOGGLE", 1);
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}
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//else ShoutBlock(oEPC, nEChannel);
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break;
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case 0:
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switch(nText)
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{
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case 0:/*a*/
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if (sEText == "ag" || sEText == "agree") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LISTEN);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 1:/*b*/
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if (sEText =="bg" || sEText == "beg") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_PLEADING);
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else if (sEText == "bn" || sEText == "bend") DoLoopAnimation(oEPC, ANIMATION_LOOPING_GET_LOW);
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else if (sEText == "bw" || sEText == "bow") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_BOW);
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else if (sEText == "bo" || sEText == "bored") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_PAUSE_BORED);
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else if (sEText == "bk" || sEText == "bark") DoBark(oEPC);
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else if (sEText == "bh" || sEText == "belch") DoBelch(oEPC);
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else if (sEText == "bp" || sEText == "burp") DoBurp(oEPC);
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else if (sEText == "bye") DoGoodbye(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 2:/*c*/
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if (sEText == "cl" || sEText == "celebrate") DoCheer3(oEPC);
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else if (sEText == "ca" || sEText == "cantrip") DoLoopAnimation(oEPC, ANIMATION_LOOPING_CONJURE1);
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else if (sEText == "ch" || sEText == "cheer") DoCheer(oEPC);
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else if (sEText == "ck" || sEText == "chuckle") DoLaugh(oEPC);
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else if (sEText == "ct" || sEText == "chat") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_NORMAL);
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else if (sEText == "cs" || sEText == "cast") DoLoopAnimation(oEPC, ANIMATION_LOOPING_CONJURE2);
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else if (sEText == "cy" || sEText == "curtsy") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_BOW);
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else if (sEText == "co" || sEText == "collapse") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT);
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else if (sEText == "cn" || sEText == "chant") DoChant(oEPC);
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else if (sEText == "cr" || sEText == "chortle") DoLaugh2(oEPC);
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else if (sEText == "cg" || sEText == "cough" || sEText == "choke") DoCough(oEPC);
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else if (sEText == "cry") DoCry(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 3:/*d*/
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if (sEText == "da" || sEText == "dance") DoDance(oEPC);
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else if (sEText == "dd" || sEText == "dead") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_BACK);
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else if (sEText == "dk" || sEText == "duck") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_DODGE_DUCK);
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else if (sEText == "di" || sEText == "die") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT);
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else if (sEText == "dr" || sEText == "drink") DoDrink(oEPC);
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else if (sEText == "dm" || sEText == "demand") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_FORCEFUL);
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else if (sEText == "dg" || sEText == "dodge") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_DODGE_SIDE);
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else if (sEText == "dn" || sEText == "drunk") DoDrunk(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 4:/*e*/
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if (sEText == "ex" || sEText == "exhausted") DoTired(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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default: ShoutBlock(oEPC, nEChannel);
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break;
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}
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break;
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case 1:
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switch(nText)
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{
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case 5:/*f*/
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if (sEText == "fa" || sEText== "fatigue") DoTired(oEPC);
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else if (sEText == "fd" || sEText == "fakedead") DoFakeDeath(oEPC);
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else if (sEText == "fg" || sEText == "fidget") DoLoopAnimation(oEPC, ANIMATION_LOOPING_PAUSE2);
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else if (sEText == "fi" || sEText == "fiddle") DoLoopAnimation(oEPC, ANIMATION_LOOPING_GET_MID);
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else if (sEText == "fl" || sEText == "fall") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT);
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else if (sEText == "fp" || sEText == "flop") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 6:/*g*/
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if ((sEText == "gi" || sEText == "giggle") && (GetGender(oEPC) == GENDER_FEMALE)) DoGiggle(oEPC);
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else if (sEText == "gr" || sEText == "greet") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_GREETING);
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else if (sEText == "gn" || sEText == "groan") DoGroan(oEPC);
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else if (sEText == "gw" || sEText == "guffaw") DoLaugh2(oEPC);
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else if (sEText == "gb" || sEText == "gt" || sEText == "goodnight" || sEText == "goodbye") DoGoodbye(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 7:/*h*/
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if (sEText == "hm" || sEText == "hum") DoSong(oEPC);
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else if (sEText == "hy" || sEText == "hooray") DoCheer2(oEPC);
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else if (sEText == "hl" || sEText == "hello") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_GREETING);
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else if (sEText == "hw" || sEText == "howl") DoHowl(oEPC);
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else if (sEText == "ht" || sEText == "hoot") DoHoot(oEPC);
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else if (sEText == "hp" || sEText == "hiccup") DoHiccup(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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//case 8:/*i*/
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//break;
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//case 9:/*j*/
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//break;
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default: ShoutBlock(oEPC, nEChannel);
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break;
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}
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break;
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case 2:
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switch(nText)
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{
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case 10:/*k*/
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if (sEText == "kn" || sEText == "kneel") DoLoopAnimation(oEPC, ANIMATION_LOOPING_MEDITATE);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 11:/*l*/
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if (sEText == "la" || sEText == "laugh") DoLaugh(oEPC);
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else if (sEText == "lie") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_BACK);
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else if (sEText == "lk" || sEText == "look") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LOOK_FAR);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 12:/*m*/
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if (sEText == "md" || sEText == "meditate") DoLoopAnimation(oEPC, ANIMATION_LOOPING_MEDITATE);
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else if (sEText == "mk" || sEText == "mock") DoTaunt(oEPC);
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else if (sEText == "mn" || sEText == "moan") DoMoan(oEPC);
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else if (sEText == "mw" || sEText == "meow") DoMeow(oEPC);
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else if (sEText == "mo" || sEText == "moo") DoMoo(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 13:/*n*/
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if (sEText == "nd" || sEText == "nod") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LISTEN);
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else if (sEText == "no") DoHeadShake(oEPC);
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else if (sEText == "np" || sEText == "nap") DoSleep(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 14:/*o*/
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if (sEText == "ow" || sEText == "ouch") DoOuch(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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default: ShoutBlock(oEPC, nEChannel);
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break;
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}
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break;
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case 3:
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switch(nText)
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{
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case 15:/*p*/
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if (sEText == "pe" || sEText == "peer") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LOOK_FAR);
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else if (sEText == "pl" || sEText == "plead") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_PLEADING);
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else if (sEText == "pr" || sEText == "pray") DoLoopAnimation(oEPC, ANIMATION_LOOPING_MEDITATE);
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else if (sEText == "pn" || sEText == "prone") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT);
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else if (sEText == "pu" || sEText == "puke") DoPuke(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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//case 16:/*q*/
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//break;
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case 17:/*r*/
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if (sEText == "re" || sEText == "read") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_READ);
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else if (sEText == "rt" || sEText == "rest") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_BACK);
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else if (sEText == "rr" || sEText == "roar") DoRoar(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 18:/*s*/
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if (sEText == "sa" || sEText == "salute") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_SALUTE);
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else if (sEText == "sn" || sEText == "scan") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LOOK_FAR);
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else if (sEText == "sc" || sEText == "scratch") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD);
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else if (sEText == "sg" || sEText == "sing") DoSong(oEPC);
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else if (sEText == "sh" || sEText == "shift") DoLoopAnimation(oEPC, ANIMATION_LOOPING_PAUSE2);
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else if (sEText == "si" || sEText == "sit") DoLoopAnimation(oEPC, ANIMATION_LOOPING_SIT_CROSS);
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else if (sEText == "sip") DoDrink(oEPC);
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else if (sEText == "sl" || sEText == "sleep") DoSleep(oEPC);
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else if (sEText == "snore") DoSnore(oEPC);
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else if (sEText == "sk" || sEText == "smoke") SmokePipe(oEPC);
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else if (sEText == "sp" || sEText == "spasm") DoLoopAnimation(oEPC, ANIMATION_LOOPING_SPASM);
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else if (sEText == "st" || sEText == "steal" || sEText == "sw" || sEText == "swipe") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_STEAL);
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else if (sEText == "so" ||sEText == "stoop") DoLoopAnimation(oEPC, ANIMATION_LOOPING_GET_LOW);
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else if (sEText == "sr" || sEText == "stretch") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_PAUSE_BORED);
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else if (sEText == "sy" || sEText == "sway") DoLoopAnimation(oEPC, ANIMATION_LOOPING_PAUSE_DRUNK);
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else if (sEText == "sm" || sEText == "scream") DoScream(oEPC);
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else if (sEText == "sz" || sEText == "sneeze") DoSneeze(oEPC);
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else if (sEText == "spit") DoSpit(oEPC);
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else if (sEText == "snarl") DoSnarl(oEPC);
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else if (sEText == "screech") DoScreech(oEPC);
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else if (sEText == "sb" || sEText == "sob") DoCry(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 19:/*t*/
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if (sEText == "ta" || sEText == "taunt") DoTaunt(oEPC);
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else if (sEText == "th" || sEText == "threaten") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_FORCEFUL);
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else if (sEText == "ti" || sEText == "tired") DoTired(oEPC);
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else if (sEText == "tl" || sEText == "talk") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_NORMAL);
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else if (sEText == "tp" || sEText == "trip") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT);
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else if (sEText == "tt" || sEText == "toast") DoToast(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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default: ShoutBlock(oEPC, nEChannel);
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break;
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}
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break;
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case 4:
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switch(nText)
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{
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//case 20:/*u*/
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//break;
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case 21:/*v*/
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if (sEText == "vm" || sEText == "vomit") DoPuke(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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case 22:/*w*/
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if (sEText == "wa" || sEText == "wave") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_GREETING);
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else if (sEText == "wh" || sEText == "whistle") DoWhistle(oEPC);
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else if (sEText == "wo" || sEText == "worship") DoLoopAnimation(oEPC, ANIMATION_LOOPING_WORSHIP);
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else if (sEText == "wz" || sEText == "woozy") DoDrunk(oEPC);
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else if (sEText == "wl" || sEText == "wail") DoWail(oEPC);
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else if (sEText == "wp" || sEText == "weep") DoCry(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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//case 23:/*x*/
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//break;
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case 24:/*y*/
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if (sEText == "yw" || sEText == "yawn") DoYawn(oEPC);
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else ShoutBlock(oEPC, nEChannel);
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break;
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default: ShoutBlock(oEPC, nEChannel);
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break;
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}
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break;
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//case 5:
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//switch(nText)
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//{
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// case 25:/*z*/
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// break;
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//}
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break;
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default: ShoutBlock(oEPC, nEChannel);
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break;
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}
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}
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else
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{
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SetLocalString(oEPC, "NWNX!CHAT!SUPRESS", "1");
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FloatingTextStringOnCreature(COLOR_RED+NOT_DEAD_EM+COLOR_END, oEPC, FALSE);
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}
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//PROTOTYPE END
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}
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/////////////////////////////////////////////////////////////////////
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void main(){}
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