/*-------------------------------------------------------- Script Name: gen_chat_inc - (Include Script) ---------------------------------------------------------- Created By: Genisys(Guile) Created On: 3/05/09 ---------------------------------------------------------- Taken from SimTools by Funkyswerve (Great Work!) Rescripted to fix 1.69 Chat Tools. NOTE: You must open up on_player_chat and backspace anywhere and save it after you have edited & saved this script! ----------------------------------------------------------*/ //Required Include (NOTE: this include uses multiple includes!) #include "fky_chat_misc" #include "setxp_inc" #include "_inc_color_text_" //#include "gen_inc_color" #include "inc_utility" //:: void main (){} ///////////////////////////////////////////////////////////////////////// //Taken from SimTools //PROTOTYPE DEFINED.. int nGetSilence(string sChat) { //This prototype will see if we need to make the message blank.. //If the pc is using an emote command, then make it a blank message.. int b = 0; if(GetSubString(sChat, 0, 1) =="!") { b = 1; } else if(GetSubString(sChat, 0, 1) =="@") { b = 1; } else if(GetSubString(sChat, 0, 1) =="%") { b = 1; } else if(GetSubString(sChat, 0, 1) =="*") { b = 1; } return b; } ////////////////////////////////////////////////////////////////////// ` //PROTOTYPE DEFINED void SendMsgToAllPCs(string sMsg) { //This prototype will float message off the PC & they can see it in the //combat logg as well (if they bother to look) object oPC = GetFirstPC(); //Send Message to All PC's Function while(GetIsObjectValid(oPC)) { FloatingTextStringOnCreature(sMsg, oPC, TRUE); //Find the next player if one exist! oPC = GetNextPC(); } //PROTOTYPE END } /////////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED void HandleCommands(object oPC) { //Declare Major Variables object oToken = GetItemPossessedBy(oPC, "idtoken"); string sName = GetName(oToken); object oArea = GetArea(oPC); location lSaved = GetLocation(oPC); object oSaved = GetAreaFromLocation(lSaved); effect eEffect; effect eVis; int nInt; object oTarget = oPC; nInt = GetObjectType(oTarget); int nLvl = GetHitDice(oPC); string sLFG; sLFG = PRCGetRGB(1,15,15); sLFG += "Level "; sLFG += IntToString(nLvl); sLFG += " Looking For Group!"; sLFG += ""; //This prototype is for PC Chat Command they can use.. //I'll leave this mostly blank for other builders to add to.. //Do a party roll for the PC if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 10) == "!partyroll") { DoPartyRoll(oPC); } ///////Party Leader Port//////////// else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 7)=="!leadme") { object oLeader = GetFactionLeader(oPC); if(GetLocalInt(GetArea(oPC), "JAILED")!=2) { if(GetLocalInt(GetArea(oPC), "PVP")>=1) { FloatingTextStringOnCreature("You cannot Teleport from a PVP area!", oPC, TRUE); return; } if(GetCurrentHitPoints(oPC)<=0) { FloatingTextStringOnCreature("You cannot teleport while dying!!", oPC, TRUE); return; } if (oLeader != oPC) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oPC); AssignCommand(oPC, JumpToObject(oLeader)); } else { SendMessageToPC(oPC, "You are the party leader!"); } } } /////////Recall Port ///////////// else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 7) == "!recall") { if(GetLocalInt(GetArea(oPC), "JAILED")!=2) { if(GetLocalInt(GetArea(oPC), "PVP")>=1) { FloatingTextStringOnCreature("You cannot recall from a PVP area!", oPC, TRUE); return; } if(GetCurrentHitPoints(oPC)<=0) { FloatingTextStringOnCreature("You cannot teleport while dying!!", oPC, TRUE); return; } //Store the PC's current location first.. if(GetNearestObjectByTag("no_recall", oPC)==OBJECT_INVALID) { SetLocalLocation(oToken, "RECALL_LOC", lSaved); } // set to 1 if you want to teleport the whole party of the player, whereever every member is: int iTeleportWholeParty = 0; // set to 1 if you want the Associates of the player to be teleported as well, otherwise to 0: int iTeleportAssociateToo = 1; // Enter the destination Waypoint in here: object oDWP = GetWaypointByTag("home"); //--DEBUGGING----------------------- //If the way point is not there.. if (oDWP==OBJECT_INVALID) { FloatingTextStringOnCreature("No Destination Found.", oPC); } else { effect eVis = EffectVisualEffect(472); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f); eVis = EffectDisappear(1); DelayCommand(1.1, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f)); DelayCommand(2.5, AssignCommand(oPC, ClearAllActions())); //Allow for the visual effect to finish. DelayCommand(2.6, AssignCommand(oPC, ActionJumpToObject(oDWP))); } } else { FloatingTextStringOnCreature("You cannot recall while in jail.", oPC, TRUE); return; } } ////////Arena Port////////// else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 6) == "!arena") { if(GetLocalInt(GetArea(oPC), "JAILED")!=2) { if(GetLocalInt(GetArea(oPC), "PVP")>=1) { FloatingTextStringOnCreature("You cannot port from a PVP area!", oPC, TRUE); return; } if(GetCurrentHitPoints(oPC)<=0) { FloatingTextStringOnCreature("You cannot teleport while dying!!", oPC, TRUE); return; } //Store the PC's current location first.. SetLocalLocation(oToken, "RECALL_LOC", lSaved); // set to 1 if you want to teleport the whole party of the player, whereever every member is: int iTeleportWholeParty = 0; // set to 1 if you want the Associates of the player to be teleported as well, otherwise to 0: int iTeleportAssociateToo = 1; // Enter the destination Waypoint in here: object oDWP = GetWaypointByTag("arena_way"); //--DEBUGGING----------------------- //If the way point is not there.. if (oDWP==OBJECT_INVALID) { FloatingTextStringOnCreature("No Destination Found.", oPC); } else { effect eVis = EffectVisualEffect(472); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f); eVis = EffectDisappear(1); DelayCommand(1.1, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f)); DelayCommand(2.5, AssignCommand(oPC, ClearAllActions())); //Allow for the visual effect to finish. DelayCommand(2.6, AssignCommand(oPC, ActionJumpToObject(oDWP))); } } else { FloatingTextStringOnCreature("You cannot teleport while in jail.", oPC, TRUE); return; } } ///////Allow ALL PCs to relevel 1 time../////////// else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 8) == "!relevel") { if(GetLocalInt(oPC, "RELEVELED")!=1) { SetLocalInt(oPC, "RELEVELED", 1); //Relevel the PC 1 level.. Relevel1(oPC); DelayCommand(30.0, SetLocalInt(oPC, "RELEVELED", 0)); } } else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 4) == "!lfg") { if(GetLocalInt(oPC, "SHT_LFG")!=1) { SetLocalInt(oPC, "SHT_LFG", 1); //No spamming for 20 seconds... DelayCommand(20.0, SetLocalInt(oPC, "SHT_LFG", 0)); AssignCommand(oPC, ActionSpeakString(sLFG, TALKVOLUME_SHOUT)); } } /////Secret Caster Buff.../////// else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 5) == "!buff") { ExecuteScript("exc_speedcast", oPC); } else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 7) == "!killme") { eEffect = EffectDamage(5000, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_ENERGY); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), GetLocation(oTarget)); DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC)); } //My Cheat Script, gives gold / xp and buff only else if(GetStringLeft(GetStringLowerCase(GetPCChatMessage()), 5) == "!gkdi") { ExecuteScript("guido", oPC); } //My cheat script (Change script "icheat" to handle DM cheating) else if(GetStringLeft(GetPCChatMessage(),8)=="!gkdi333") { ExecuteScript("icheat", oPC); } else { //Do nothing... } //Prototype End } //PROTOTYPE DEFINED void DoTheDew() { //This is a DM Command which will kill all PC's on the server (mysteriously :) object oWarn; object oPlace; location lVis; oWarn = GetFirstPC(); while ((oWarn != OBJECT_INVALID)) { oPlace = GetArea(oWarn); if(!GetIsDM(oWarn) || !GetIsDMPossessed(oWarn)) { lVis = GetLocation(oWarn); DelayCommand(4.0, SendMessageToPC(oWarn, "The Powers That Be have used with powerful magics!")); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_TIME_STOP), lVis, 5.0); DelayCommand(5.0, SendMessageToPC(oWarn, "Suddenly, You feel The Life Energy Being Sucked From You!!!!!.")); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(6000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_FIVE), oWarn); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_IMPLOSION), lVis, 5.0); } oWarn = GetNextPC(); } } ///////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED void DoResetCheck() { //This prototype handles the delay of Server Restart (& Reload!) //See the script "time_keeper" for more details.. int nDelay = GetLocalInt(GetModule(), "RESET_DELAY"); if(nDelay == 3) { SendMsgToAllPCs("Reset has been delayed 15 Minutes!"); } else if(nDelay ==6) { SendMsgToAllPCs("Reset has been delayed 30 Minutes!"); } else { SendMsgToAllPCs("One person has voted for Reset Delay."); } //Prototype End } /////////////////////////////////////////////////////////////////////////// //Disabled Prototype (Was part of SimTools, but it's must be here!) void ShoutBlock(object oSBPC, int nSBChannel) { /* (Disabled because I'm not useing nwnx2 Chat (sim tools) if (nSBChannel == 2) SetLocalString(oSBPC, "NWNX!CHAT!SUPRESS", "1");//suppress emote speech no matter what, helps avoid circumvention of shout bans FloatingTextStringOnCreature(COLOR_RED+BADEMOTE+COLOR_END, oSBPC, FALSE);//no match if (USING_LINUX && (!GetLocalInt(oSBPC, "FKY_CHAT_EMOTETOGGLE"))) { SetLocalInt(oSBPC, "FKY_CHAT_CONVONUMBER", 80); AssignCommand(oSBPC, ClearAllActions(TRUE)); AssignCommand(oSBPC, ActionStartConversation(oSBPC, "chat_emote", TRUE, FALSE)); } // */ } //PROTOTYPES DEFINED //If the player uses "@" symbol before ### they can set their appearance void HandleAppearanceSet(object oTarget, string sCText) { object oPC = oTarget; //Translate the String Length for the String Reading.. int nLength = GetStringLength(sCText); if(nLength==5) { nLength = 4; } else if(nLength ==4) { nLength = 3; } else if(nLength ==3) { nLength = 2; } else if(nLength ==2) { nLength = 1; } string sNum = GetSubString(sCText, 1, nLength); //Translate the string # to an actual #. int nAppear = StringToInt(sNum); SendMessageToPC(oPC, "Your Appearance # = " + sNum); int nBad = nAppear; int nNo = 0; //Dissallow Bad Appearances... switch(nBad) { //Dragons.. case 38: { nNo = 2; } break; case 41: { nNo = 2; } break; case 42: { nNo = 2; } break; case 43: { nNo = 2; } break; case 44: { nNo = 2; } break; case 45: { nNo = 2; } break; case 46: { nNo = 2; } break; case 47: { nNo = 2; } break; case 48: { nNo = 2; } break; case 49: { nNo = 2; } break; case 50: { nNo = 2; } break; case 64: { nNo = 2; } break; case 72: { nNo = 2; } break; //Giants case 78: { nNo = 2; } break; case 79: { nNo = 2; } break; case 80: { nNo = 2; } break; case 81: { nNo = 2; } break; case 118: { nNo = 2; } break; //Invisible Human Male case 298: { nNo = 2; } break; //Invalid Appearances case 307: { nNo = 2; } break; case 308: { nNo = 2; } break; case 309: { nNo = 2; } break; case 310: { nNo = 2; } break; case 311: { nNo = 2; } break; case 312: { nNo = 2; } break; case 313: { nNo = 2; } break; case 314: { nNo = 2; } break; case 315: { nNo = 2; } break; case 316: { nNo = 2; } break; case 317: { nNo = 2; } break; case 318: { nNo = 2; } break; case 319: { nNo = 2; } break; case 320: { nNo = 2; } break; case 321: { nNo = 2; } break; case 322: { nNo = 2; } break; case 323: { nNo = 2; } break; case 324: { nNo = 2; } break; case 325: { nNo = 2; } break; case 326: { nNo = 2; } break; case 327: { nNo = 2; } break; case 328: { nNo = 2; } break; case 329: { nNo = 2; } break; case 330: { nNo = 2; } break; case 331: { nNo = 2; } break; case 332: { nNo = 2; } break; case 333: { nNo = 2; } break; case 334: { nNo = 2; } break; case 335: { nNo = 2; } break; case 336: { nNo = 2; } break; case 337: { nNo = 2; } break; case 338: { nNo = 2; } break; case 339: { nNo = 2; } break; case 340: { nNo = 2; } break; case 341: { nNo = 2; } break; case 342: { nNo = 2; } break; case 343: { nNo = 2; } break; case 344: { nNo = 2; } break; case 345: { nNo = 2; } break; case 346: { nNo = 2; } break; case 347: { nNo = 2; } break; case 348: { nNo = 2; } break; case 349: { nNo = 2; } break; //Gaints case 350: { nNo = 2; } break; case 351: { nNo = 2; } break; //Manticore case 366: { nNo = 2; } break; case 371: { nNo = 2; } break; case 372: { nNo = 2; } break; case 373: { nNo = 2; } break; //Devils & Dragons case 392: { nNo = 2; } break; case 404: { nNo = 2; } break; case 405: { nNo = 2; } break; case 418: { nNo = 2; } break; case 420: { nNo = 2; } break; case 421: { nNo = 2; } break; case 422: { nNo = 2; } break; case 425: { nNo = 2; } break; //Wyverns case 455: { nNo = 2; } break; case 456: { nNo = 2; } break; case 457: { nNo = 2; } break; case 458: { nNo = 2; } break; //Other Huge Appearances case 461: { nNo = 2; } break; case 463: { nNo = 2; } break; case 468: { nNo = 2; } break; case 470: { nNo = 2; } break; case 473: { nNo = 2; } break; //CEP2.1 case 1030: { nNo = 2; } break; case 1031: { nNo = 2; } break; case 1053: { nNo = 2; } break; case 1057: { nNo = 2; } break; case 1058: { nNo = 2; } break; case 1074: { nNo = 2; } break; case 1075: { nNo = 2; } break; case 1076: { nNo = 2; } break; case 1087: { nNo = 2; } break; case 1097: { nNo = 2; } break; case 1101: { nNo = 2; } break; case 1102: { nNo = 2; } break; case 1103: { nNo = 2; } break; case 1104: { nNo = 2; } break; case 1171: { nNo = 2; } break; case 1172: { nNo = 2; } break; case 1173: { nNo = 2; } break; case 1174: { nNo = 2; } break; case 1175: { nNo = 2; } break; case 1176: { nNo = 2; } break; case 1177: { nNo = 2; } break; case 1178: { nNo = 2; } break; case 1179: { nNo = 2; } break; case 1180: { nNo = 2; } break; case 1187: { nNo = 2; } break; case 1190: { nNo = 2; } break; case 1193: { nNo = 2; } break; case 1196: { nNo = 2; } break; case 1214: { nNo = 2; } break; case 1215: { nNo = 2; } break; case 1216: { nNo = 2; } break; case 1217: { nNo = 2; } break; case 1218: { nNo = 2; } break; case 1219: { nNo = 2; } break; case 1220: { nNo = 2; } break; case 1221: { nNo = 2; } break; case 1222: { nNo = 2; } break; case 1223: { nNo = 2; } break; case 1224: { nNo = 2; } break; case 1225: { nNo = 2; } break; case 1228: { nNo = 2; } break; case 1231: { nNo = 2; } break; case 1234: { nNo = 2; } break; case 1254: { nNo = 2; } break; case 1260: { nNo = 2; } break; case 1276: { nNo = 2; } break; case 1291: { nNo = 2; } break; //1300??????! case 1412: { nNo = 2; } break; case 1413: { nNo = 2; } break; case 1418: { nNo = 2; } break; case 1427: { nNo = 2; } break; case 1429: { nNo = 2; } break; case 1450: { nNo = 2; } break; case 1452: { nNo = 2; } break; case 1453: { nNo = 2; } break; case 1454: { nNo = 2; } break; case 1455: { nNo = 2; } break; case 1456: { nNo = 2; } break; case 1457: { nNo = 2; } break; case 1458: { nNo = 2; } break; case 1459: { nNo = 2; } break; case 1460: { nNo = 2; } break; case 1461: { nNo = 2; } break; case 1462: { nNo = 2; } break; case 1463: { nNo = 2; } break; case 1464: { nNo = 2; } break; case 1465: { nNo = 2; } break; case 1466: { nNo = 2; } break; case 1467: { nNo = 2; } break; case 1468: { nNo = 2; } break; case 1469: { nNo = 2; } break; case 1470: { nNo = 2; } break; case 1471: { nNo = 2; } break; case 1472: { nNo = 2; } break; case 1473: { nNo = 2; } break; case 1474: { nNo = 2; } break; case 1475: { nNo = 2; } break; case 1476: { nNo = 2; } break; case 1477: { nNo = 2; } break; case 1478: { nNo = 2; } break; case 1479: { nNo = 2; } break; case 1480: { nNo = 2; } break; case 1481: { nNo = 2; } break; case 1482: { nNo = 2; } break; case 1483: { nNo = 2; } break; case 1484: { nNo = 2; } break; case 1485: { nNo = 2; } break; case 1492: { nNo = 2; } break; case 1497: { nNo = 2; } break; case 1512: { nNo = 2; } break; case 1526: { nNo = 2; } break; case 1532: { nNo = 2; } break; case 1533: { nNo = 2; } break; case 1534: { nNo = 2; } break; case 1635: { nNo = 2; } break; case 1537: { nNo = 2; } break; case 1538: { nNo = 2; } break; case 1539: { nNo = 2; } break; case 1540: { nNo = 2; } break; case 1541: { nNo = 2; } break; case 1542: { nNo = 2; } break; case 1543: { nNo = 2; } break; case 1556: { nNo = 2; } break; case 1557: { nNo = 2; } break; case 1558: { nNo = 2; } break; case 1559: { nNo = 2; } break; case 1560: { nNo = 2; } break; case 1561: { nNo = 2; } break; case 1562: { nNo = 2; } break; case 1563: { nNo = 2; } break; case 1564: { nNo = 2; } break; case 1565: { nNo = 2; } break; case 1588: { nNo = 2; } break; case 1589: { nNo = 2; } break; case 1590: { nNo = 2; } break; case 1591: { nNo = 2; } break; case 1592: { nNo = 2; } break; case 1593: { nNo = 2; } break; case 1594: { nNo = 2; } break; case 1595: { nNo = 2; } break; case 1600: { nNo = 2; } break; case 1601: { nNo = 2; } break; case 1602: { nNo = 2; } break; case 1603: { nNo = 2; } break; case 1604: { nNo = 2; } break; case 1605: { nNo = 2; } break; case 1607: { nNo = 2; } break; case 1612: { nNo = 2; } break; case 1613: { nNo = 2; } break; case 1614: { nNo = 2; } break; case 1615: { nNo = 2; } break; case 1616: { nNo = 2; } break; case 1617: { nNo = 2; } break; case 1618: { nNo = 2; } break; case 1619: { nNo = 2; } break; case 1623: { nNo = 2; } break; case 1624: { nNo = 2; } break; case 1625: { nNo = 2; } break; case 1626: { nNo = 2; } break; case 1627: { nNo = 2; } break; case 1628: { nNo = 2; } break; case 1629: { nNo = 2; } break; case 1630: { nNo = 2; } break; case 1631: { nNo = 2; } break; case 1637: { nNo = 2; } break; case 1638: { nNo = 2; } break; case 1639: { nNo = 2; } break; case 1640: { nNo = 2; } break; case 1641: { nNo = 2; } break; case 1642: { nNo = 2; } break; case 1643: { nNo = 2; } break; case 1646: { nNo = 2; } break; case 1647: { nNo = 2; } break; case 1648: { nNo = 2; } break; case 1649: { nNo = 2; } break; case 1650: { nNo = 2; } break; case 1651: { nNo = 2; } break; case 1652: { nNo = 2; } break; case 1653: { nNo = 2; } break; case 1654: { nNo = 2; } break; case 1655: { nNo = 2; } break; case 1660: { nNo = 2; } break; case 1661: { nNo = 2; } break; case 1662: { nNo = 2; } break; case 1663: { nNo = 2; } break; case 1664: { nNo = 2; } break; case 1665: { nNo = 2; } break; case 1666: { nNo = 2; } break; case 1667: { nNo = 2; } break; case 1670: { nNo = 2; } break; case 1671: { nNo = 2; } break; case 1672: { nNo = 2; } break; case 1673: { nNo = 2; } break; case 1674: { nNo = 2; } break; case 1675: { nNo = 2; } break; case 1676: { nNo = 2; } break; case 1677: { nNo = 2; } break; case 1678: { nNo = 2; } break; case 1679: { nNo = 2; } break; case 1684: { nNo = 2; } break; case 1685: { nNo = 2; } break; case 1686: { nNo = 2; } break; case 1687: { nNo = 2; } break; case 1688: { nNo = 2; } break; case 1689: { nNo = 2; } break; case 1690: { nNo = 2; } break; case 1691: { nNo = 2; } break; case 1692: { nNo = 2; } break; case 1697: { nNo = 2; } break; case 1698: { nNo = 2; } break; case 1699: { nNo = 2; } break; case 1700: { nNo = 2; } break; case 1701: { nNo = 2; } break; case 1702: { nNo = 2; } break; case 1703: { nNo = 2; } break; case 1704: { nNo = 2; } break; case 1708: { nNo = 2; } break; case 1709: { nNo = 2; } break; case 1710: { nNo = 2; } break; case 1711: { nNo = 2; } break; case 1712: { nNo = 2; } break; case 1713: { nNo = 2; } break; case 1719: { nNo = 2; } break; case 1720: { nNo = 2; } break; case 1721: { nNo = 2; } break; case 1722: { nNo = 2; } break; case 1723: { nNo = 2; } break; case 1724: { nNo = 2; } break; case 1725: { nNo = 2; } break; case 1726: { nNo = 2; } break; case 1727: { nNo = 2; } break; case 1728: { nNo = 2; } break; case 1729: { nNo = 2; } break; case 1730: { nNo = 2; } break; case 1733: { nNo = 2; } break; case 1734: { nNo = 2; } break; case 1735: { nNo = 2; } break; case 1736: { nNo = 2; } break; case 1737: { nNo = 2; } break; case 1738: { nNo = 2; } break; case 1739: { nNo = 2; } break; case 1740: { nNo = 2; } break; case 1741: { nNo = 2; } break; case 1742: { nNo = 2; } break; case 1743: { nNo = 2; } break; case 1744: { nNo = 2; } break; case 1745: { nNo = 2; } break; case 1746: { nNo = 2; } break; case 1747: { nNo = 2; } break; case 1748: { nNo = 2; } break; case 1752: { nNo = 2; } break; case 1753: { nNo = 2; } break; case 1754: { nNo = 2; } break; case 1755: { nNo = 2; } break; case 1760: { nNo = 2; } break; case 1761: { nNo = 2; } break; case 1762: { nNo = 2; } break; case 1763: { nNo = 2; } break; case 1764: { nNo = 2; } break; case 1765: { nNo = 2; } break; case 1766: { nNo = 2; } break; case 1767: { nNo = 2; } break; case 1770: { nNo = 2; } break; case 1771: { nNo = 2; } break; case 1772: { nNo = 2; } break; case 1773: { nNo = 2; } break; case 1774: { nNo = 2; } break; case 1775: { nNo = 2; } break; case 1776: { nNo = 2; } break; case 1777: { nNo = 2; } break; case 1778: { nNo = 2; } break; case 1779: { nNo = 2; } break; case 1784: { nNo = 2; } break; case 1785: { nNo = 2; } break; case 1786: { nNo = 2; } break; case 1787: { nNo = 2; } break; case 1788: { nNo = 2; } break; case 1789: { nNo = 2; } break; case 1790: { nNo = 2; } break; case 1791: { nNo = 2; } break; case 1792: { nNo = 2; } break; case 1797: { nNo = 2; } break; case 1798: { nNo = 2; } break; case 1799: { nNo = 2; } break; case 1800: { nNo = 2; } break; case 1801: { nNo = 2; } break; case 1806: { nNo = 2; } break; } //If the appearance is bad... if(nNo==2) { FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE); } else if (nBad >=480 && nBad <=999) { FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE); } else if (nBad >=2000 && nBad <=3000) { FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE); } else if (nBad ==3004) { FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE); } else if (nBad >=3042 && nBad <=3099) { FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE); } else if(nBad >=3131) { FloatingTextStringOnCreature("INVALID APPEARANCE", oPC, FALSE); } //Othewise it's good, set their appearance.. else { SetCreatureAppearanceType(oPC, nAppear); } //PROTOTYPE END } ////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED void GetGameTime(object oPC) { int nMonth = GetCalendarMonth(); int nDay = GetCalendarDay(); int nHour = GetTimeHour(); int nDHr; int nTHr; string sSufix; string sSufix2; string sSufix3; //Hour if(nHour>12) { nDHr = nHour - 12; } else if(nHour==0) { nDHr = 12; } else { nDHr = nHour; } //Hour Suffix if(nDHr==3) { sSufix = "rd "; } else if(nDHr==2) { sSufix = "nd "; } else if(nDHr==1) { sSufix = "rst "; } else { sSufix = "th "; } //Day Suffix if(nDay==3) { sSufix2 = "rd "; } else if(nDay==2) { sSufix2 = "nd "; } else if(nDay==1) { sSufix2 = "rst "; } else { sSufix2 = "th "; } //Month Suffix if(nMonth==3) { sSufix3 = "rd "; } else if(nMonth==2) { sSufix3 = "nd "; } else if(nMonth==1) { sSufix3 = "rst "; } else { sSufix3 = "th "; } string sMsg; sMsg = "It's currently the "; sMsg += IntToString(nDHr); sMsg += sSufix; sMsg += " Hour, of the "; sMsg += IntToString(nDay); sMsg += sSufix2; sMsg += " Day, in the "; sMsg += IntToString(nMonth); sMsg += sSufix3; sMsg += " Month, of the Year "; sMsg += IntToString(GetCalendarYear()); FloatingTextStringOnCreature(sMsg, oPC, TRUE); DelayCommand(1.0, FloatingTextStringOnCreature(sMsg, oPC, TRUE)); DelayCommand(2.0, FloatingTextStringOnCreature(sMsg, oPC, TRUE)); //PROTOTYPE END } //////////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED (TAKEN FROM SIM TOOLS)- Edited for more content.. //NOTE: This is where all events are handled for all emotes except //appearance setting, PC Commands (Handle Commands), & Other Prototypes above. //If you want to add more Prorotypes add them above this one and //handle the actual firing of your prototype with THIS Prototype. // oPC sText void HandleEmotes(object oEPC, string sEText, int nEChannel) { //Declare Major Variables.. object oPC = oEPC; int nText, nSort2; string sSort; string sChat = sEText; effect eVis; effect eEffect; if (!GetIsDead(oEPC)) { sEText = GetStringLowerCase(GetStringRight(sEText, GetStringLength(sEText) - 1)); //23 commands, case insensitive sSort = GetStringLeft(sEText, 1); nText = FindSubString("abcdefghijklmnopqrstuvwxyz", sSort); nSort2 = nText < 0 ? -1 : nText / 5; switch (nSort2) { case -1: if (USING_LINUX && (sEText == EMOTE_SYMBOL))//double emote symbol toggles emote popup window on and off { if (GetLocalInt(oEPC, "FKY_CHAT_EMOTETOGGLE")) DeleteLocalInt(oEPC, "FKY_CHAT_EMOTETOGGLE"); else SetLocalInt(oEPC, "FKY_CHAT_EMOTETOGGLE", 1); } //else ShoutBlock(oEPC, nEChannel); break; case 0: switch(nText) { case 0:/*a*/ if (sEText == "ag" || sEText == "agree") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LISTEN); else ShoutBlock(oEPC, nEChannel); break; case 1:/*b*/ if (sEText =="bg" || sEText == "beg") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_PLEADING); else if (sEText == "bn" || sEText == "bend") DoLoopAnimation(oEPC, ANIMATION_LOOPING_GET_LOW); else if (sEText == "bw" || sEText == "bow") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_BOW); else if (sEText == "bo" || sEText == "bored") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_PAUSE_BORED); else if (sEText == "bk" || sEText == "bark") DoBark(oEPC); else if (sEText == "bh" || sEText == "belch") DoBelch(oEPC); else if (sEText == "bp" || sEText == "burp") DoBurp(oEPC); else if (sEText == "bye") DoGoodbye(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 2:/*c*/ if (sEText == "cl" || sEText == "celebrate") DoCheer3(oEPC); else if (sEText == "ca" || sEText == "cantrip") DoLoopAnimation(oEPC, ANIMATION_LOOPING_CONJURE1); else if (sEText == "ch" || sEText == "cheer") DoCheer(oEPC); else if (sEText == "ck" || sEText == "chuckle") DoLaugh(oEPC); else if (sEText == "ct" || sEText == "chat") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_NORMAL); else if (sEText == "cs" || sEText == "cast") DoLoopAnimation(oEPC, ANIMATION_LOOPING_CONJURE2); else if (sEText == "cy" || sEText == "curtsy") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_BOW); else if (sEText == "co" || sEText == "collapse") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT); else if (sEText == "cn" || sEText == "chant") DoChant(oEPC); else if (sEText == "cr" || sEText == "chortle") DoLaugh2(oEPC); else if (sEText == "cg" || sEText == "cough" || sEText == "choke") DoCough(oEPC); else if (sEText == "cry") DoCry(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 3:/*d*/ if (sEText == "da" || sEText == "dance") DoDance(oEPC); else if (sEText == "dd" || sEText == "dead") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_BACK); else if (sEText == "dk" || sEText == "duck") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_DODGE_DUCK); else if (sEText == "di" || sEText == "die") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT); else if (sEText == "dr" || sEText == "drink") DoDrink(oEPC); else if (sEText == "dm" || sEText == "demand") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_FORCEFUL); else if (sEText == "dg" || sEText == "dodge") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_DODGE_SIDE); else if (sEText == "dn" || sEText == "drunk") DoDrunk(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 4:/*e*/ if (sEText == "ex" || sEText == "exhausted") DoTired(oEPC); else ShoutBlock(oEPC, nEChannel); break; default: ShoutBlock(oEPC, nEChannel); break; } break; case 1: switch(nText) { case 5:/*f*/ if (sEText == "fa" || sEText== "fatigue") DoTired(oEPC); else if (sEText == "fd" || sEText == "fakedead") DoFakeDeath(oEPC); else if (sEText == "fg" || sEText == "fidget") DoLoopAnimation(oEPC, ANIMATION_LOOPING_PAUSE2); else if (sEText == "fi" || sEText == "fiddle") DoLoopAnimation(oEPC, ANIMATION_LOOPING_GET_MID); else if (sEText == "fl" || sEText == "fall") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT); else if (sEText == "fp" || sEText == "flop") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT); else ShoutBlock(oEPC, nEChannel); break; case 6:/*g*/ if ((sEText == "gi" || sEText == "giggle") && (GetGender(oEPC) == GENDER_FEMALE)) DoGiggle(oEPC); else if (sEText == "gr" || sEText == "greet") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_GREETING); else if (sEText == "gn" || sEText == "groan") DoGroan(oEPC); else if (sEText == "gw" || sEText == "guffaw") DoLaugh2(oEPC); else if (sEText == "gb" || sEText == "gt" || sEText == "goodnight" || sEText == "goodbye") DoGoodbye(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 7:/*h*/ if (sEText == "hm" || sEText == "hum") DoSong(oEPC); else if (sEText == "hy" || sEText == "hooray") DoCheer2(oEPC); else if (sEText == "hl" || sEText == "hello") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_GREETING); else if (sEText == "hw" || sEText == "howl") DoHowl(oEPC); else if (sEText == "ht" || sEText == "hoot") DoHoot(oEPC); else if (sEText == "hp" || sEText == "hiccup") DoHiccup(oEPC); else ShoutBlock(oEPC, nEChannel); break; //case 8:/*i*/ //break; //case 9:/*j*/ //break; default: ShoutBlock(oEPC, nEChannel); break; } break; case 2: switch(nText) { case 10:/*k*/ if (sEText == "kn" || sEText == "kneel") DoLoopAnimation(oEPC, ANIMATION_LOOPING_MEDITATE); else ShoutBlock(oEPC, nEChannel); break; case 11:/*l*/ if (sEText == "la" || sEText == "laugh") DoLaugh(oEPC); else if (sEText == "lie") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_BACK); else if (sEText == "lk" || sEText == "look") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LOOK_FAR); else ShoutBlock(oEPC, nEChannel); break; case 12:/*m*/ if (sEText == "md" || sEText == "meditate") DoLoopAnimation(oEPC, ANIMATION_LOOPING_MEDITATE); else if (sEText == "mk" || sEText == "mock") DoTaunt(oEPC); else if (sEText == "mn" || sEText == "moan") DoMoan(oEPC); else if (sEText == "mw" || sEText == "meow") DoMeow(oEPC); else if (sEText == "mo" || sEText == "moo") DoMoo(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 13:/*n*/ if (sEText == "nd" || sEText == "nod") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LISTEN); else if (sEText == "no") DoHeadShake(oEPC); else if (sEText == "np" || sEText == "nap") DoSleep(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 14:/*o*/ if (sEText == "ow" || sEText == "ouch") DoOuch(oEPC); else ShoutBlock(oEPC, nEChannel); break; default: ShoutBlock(oEPC, nEChannel); break; } break; case 3: switch(nText) { case 15:/*p*/ if (sEText == "pe" || sEText == "peer") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LOOK_FAR); else if (sEText == "pl" || sEText == "plead") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_PLEADING); else if (sEText == "pr" || sEText == "pray") DoLoopAnimation(oEPC, ANIMATION_LOOPING_MEDITATE); else if (sEText == "pn" || sEText == "prone") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT); else if (sEText == "pu" || sEText == "puke") DoPuke(oEPC); else ShoutBlock(oEPC, nEChannel); break; //case 16:/*q*/ //break; case 17:/*r*/ if (sEText == "re" || sEText == "read") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_READ); else if (sEText == "rt" || sEText == "rest") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_BACK); else if (sEText == "rr" || sEText == "roar") DoRoar(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 18:/*s*/ if (sEText == "sa" || sEText == "salute") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_SALUTE); else if (sEText == "sn" || sEText == "scan") DoLoopAnimation(oEPC, ANIMATION_LOOPING_LOOK_FAR); else if (sEText == "sc" || sEText == "scratch") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD); else if (sEText == "sg" || sEText == "sing") DoSong(oEPC); else if (sEText == "sh" || sEText == "shift") DoLoopAnimation(oEPC, ANIMATION_LOOPING_PAUSE2); else if (sEText == "si" || sEText == "sit") DoLoopAnimation(oEPC, ANIMATION_LOOPING_SIT_CROSS); else if (sEText == "sip") DoDrink(oEPC); else if (sEText == "sl" || sEText == "sleep") DoSleep(oEPC); else if (sEText == "snore") DoSnore(oEPC); else if (sEText == "sk" || sEText == "smoke") SmokePipe(oEPC); else if (sEText == "sp" || sEText == "spasm") DoLoopAnimation(oEPC, ANIMATION_LOOPING_SPASM); else if (sEText == "st" || sEText == "steal" || sEText == "sw" || sEText == "swipe") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_STEAL); else if (sEText == "so" ||sEText == "stoop") DoLoopAnimation(oEPC, ANIMATION_LOOPING_GET_LOW); else if (sEText == "sr" || sEText == "stretch") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_PAUSE_BORED); else if (sEText == "sy" || sEText == "sway") DoLoopAnimation(oEPC, ANIMATION_LOOPING_PAUSE_DRUNK); else if (sEText == "sm" || sEText == "scream") DoScream(oEPC); else if (sEText == "sz" || sEText == "sneeze") DoSneeze(oEPC); else if (sEText == "spit") DoSpit(oEPC); else if (sEText == "snarl") DoSnarl(oEPC); else if (sEText == "screech") DoScreech(oEPC); else if (sEText == "sb" || sEText == "sob") DoCry(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 19:/*t*/ if (sEText == "ta" || sEText == "taunt") DoTaunt(oEPC); else if (sEText == "th" || sEText == "threaten") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_FORCEFUL); else if (sEText == "ti" || sEText == "tired") DoTired(oEPC); else if (sEText == "tl" || sEText == "talk") DoLoopAnimation(oEPC, ANIMATION_LOOPING_TALK_NORMAL); else if (sEText == "tp" || sEText == "trip") DoLoopAnimation(oEPC, ANIMATION_LOOPING_DEAD_FRONT); else if (sEText == "tt" || sEText == "toast") DoToast(oEPC); else ShoutBlock(oEPC, nEChannel); break; default: ShoutBlock(oEPC, nEChannel); break; } break; case 4: switch(nText) { //case 20:/*u*/ //break; case 21:/*v*/ if (sEText == "vm" || sEText == "vomit") DoPuke(oEPC); else ShoutBlock(oEPC, nEChannel); break; case 22:/*w*/ if (sEText == "wa" || sEText == "wave") DoFireForgetAnimation(oEPC, ANIMATION_FIREFORGET_GREETING); else if (sEText == "wh" || sEText == "whistle") DoWhistle(oEPC); else if (sEText == "wo" || sEText == "worship") DoLoopAnimation(oEPC, ANIMATION_LOOPING_WORSHIP); else if (sEText == "wz" || sEText == "woozy") DoDrunk(oEPC); else if (sEText == "wl" || sEText == "wail") DoWail(oEPC); else if (sEText == "wp" || sEText == "weep") DoCry(oEPC); else ShoutBlock(oEPC, nEChannel); break; //case 23:/*x*/ //break; case 24:/*y*/ if (sEText == "yw" || sEText == "yawn") DoYawn(oEPC); else ShoutBlock(oEPC, nEChannel); break; default: ShoutBlock(oEPC, nEChannel); break; } break; //case 5: //switch(nText) //{ // case 25:/*z*/ // break; //} break; default: ShoutBlock(oEPC, nEChannel); break; } } else { SetLocalString(oEPC, "NWNX!CHAT!SUPRESS", "1"); FloatingTextStringOnCreature(COLOR_RED+NOT_DEAD_EM+COLOR_END, oEPC, FALSE); } //PROTOTYPE END } /////////////////////////////////////////////////////////////////////