Shargast_PRC8/_module/Chapter 2/nss/zep_stocksuse.nss
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//:://////////////////////////////////////////////
//:: Created By: John Hawkins
//:: Created On: January 2004
//:://////////////////////////////////////////////
//::
//:: this script will make my placeable prisoners
//:: react to you and talk to you if desired.
//::
//:: to converse with the placeable, you need to
//:: put the name of the conversation you wish to
//:: have inside the quotation marks ("") down in
//:: line 57.
//::
//:://////////////////////////////////////////////
void main()
{
object oUser = GetLastUsedBy();
int iRnd = d6();
string sSound = IntToString(iRnd);
if (GetLocalInt(OBJECT_SELF,"disturbed") == 0)
{
object oSelf = OBJECT_SELF;
PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE);
SetLocalInt(OBJECT_SELF,"disturbed",1);
}
else
{
object oSelf = OBJECT_SELF;
PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE);
SetLocalInt(OBJECT_SELF,"disturbed",0);
}
if(iRnd==1)
{
AssignCommand(oUser,PlaySound("as_pl_ailingm1"));
}
if(iRnd==2)
{
AssignCommand(oUser,PlaySound("as_pl_despairm1"));
}
if(iRnd==3)
{
AssignCommand(oUser,PlaySound("as_pl_despairm2"));
}
if(iRnd==4)
{
AssignCommand(oUser,PlaySound("as_pl_cryingm1"));
}
if(iRnd==5)
{
AssignCommand(oUser,PlaySound("as_pl_despairm1"));
}
if(iRnd==6)
{
AssignCommand(oUser,PlaySound("as_pl_despairm2"));
}
//AssignCommand(OBJECT_SELF,ActionStartConversation(oUser,"",FALSE,FALSE));
}