All pastes #402377 Raw Edit

Something

public text v1 · immutable
·published 2007-03-19 21:41 UTC
rendered paste body
function Gm_ops_cmd(LuaAI,player,args,type)
         if (player:GetSecurity() >2)then
            if elseif args == "EMOTE_ONESHOT_BOW" then
               LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BOW)
              elseif args == "EMOTE_ONESHOT_WAVE" then
               LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE)
              elseif args == "EMOTE_ONESHOT_CHEER" then
                   LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER)
     elseif args == "EMOTE_ONESHOT_EXCLAMATION" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION)
    elseif args == "EMOTE_STATE_SLEEP" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SLEEP)
    elseif args == "EMOTE_ONESHOT_QUESTION" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_QUESTION)
    elseif args == "EMOTE_ONESHOT_EAT" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT)
    elseif args == "EMOTE_STATE_DANCE" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DANCE)
    elseif args == "EMOTE_ONESHOT_LAUGH" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
    elseif args == "EMOTE_STATE_SIT" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SIT)
     elseif args == "EMOTE_ONESHOT_RUDE" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_RUDE)
     elseif args == "EMOTE_ONESHOT_ROAR" then
     LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ROAR)
       elseif args == "EMOTE_ONESHOT_KNEEL" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_KNEEL)
       elseif args == "EMOTE_ONESHOT_KISS" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_KISS)
        elseif args == "EMOTE_ONESHOT_CRY" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CRY)
       elseif args == "EMOTE_ONESHOT_CHICKEN" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHICKEN)
       elseif args == "EMOTE_ONESHOT_BEG" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BEG)
    elseif args == "EMOTE_ONESHOT_APPLAUD" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_APPLAUD)
    elseif args == "EMOTE_ONESHOT_SHOUT" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SHOUT)
    elseif args == "EMOTE_ONESHOT_FLEX" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_FLEX)
    elseif args == "EMOTE_ONESHOT_SHY" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SHY)
   elseif args == "EMOTE_ONESHOT_POINT" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_POINT)
    elseif args == "EMOTE_STATE_STAND" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STAND)
    elseif args == "EMOTE_STATE_READYUNARMED" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_READYUNARMED)
    elseif args == "EMOTE_STATE_POINT" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_POINT)
 
   
    elseif args == "EMOTE_STATE_NONE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_NONE)
 
   
    elseif args == "EMOTE_ONESHOT_WOUND" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WOUND)
 

   
    elseif args == "EMOTE_ONESHOT_WOUNDCRITICAL" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL)
 
   
    elseif args == "EMOTE_ONESHOT_ATTACKUNARMED" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACKUNARMED)
 
   
    elseif args == "EMOTE_ONESHOT_ATTACK1H" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK1H)
 
   
    elseif args == "EMOTE_ONESHOT_ATTACK2HTIGHT" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK2HTIGHT)
 
   
    elseif args == "EMOTE_ONESHOT_ATTACK2HLOOSE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK2HLOOSE)
 
   
    elseif args == "EMOTE_ONESHOT_PARRYUNARMED" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED)
 
   
    elseif args == "EMOTE_ONESHOT_PARRYSHIELD" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD)
 
   
    elseif args == "EMOTE_ONESHOT_READYUNARMED" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYUNARMED)
 
   
    elseif args == "EMOTE_ONESHOT_READY1H" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READY1H)
 

   
    elseif args == "EMOTE_ONESHOT_LAUGH" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
 
   
    elseif args == "EMOTE_ONESHOT_READYBOW" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYBOW)
 
   
    elseif args == "EMOTE_ONESHOT_SPELLPRECAST" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPELLPRECAST)
 
   
    elseif args == "EMOTE_ONESHOT_SPELLCAST" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST)
 
   
    elseif args == "EMOTE_ONESHOT_BATTLEROAR" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BATTLEROAR)
 
   
    elseif args == "EMOTE_ONESHOT_SPECIALATTACK1H" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPECIALATTACK1H)
 
   
    elseif args == "EMOTE_ONESHOT_ATTACKTHROWN" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACKTHROWN)
 
   
    elseif args == "EMOTE_STATE_STUN" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STUN)
 
   
    elseif args == "EMOTE_STATE_DEAD" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DEAD)
 

   
    elseif args == "EMOTE_ONESHOT_SALUTE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SALUTE)
 
   
    elseif args == "EMOTE_STATE_KNEEL" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_KNEEL)
 
   
    elseif args == "EMOTE_STATE_USESTANDING" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_USESTANDING)
 
   
    elseif args == "EMOTE_ONESHOT_WAVE_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE_NOSHEATHE)
 
   
    elseif args == "EMOTE_ONESHOT_CHEER_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER_NOSHEATHE)
 
   
    elseif args == "EMOTE_ONESHOT_EAT_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT_NOSHEATHE)
 
   
    elseif args == "EMOTE_STATE_STUN_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STUN_NOSHEATHE)
 
   
    elseif args == "EMOTE_ONESHOT_DANCE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_DANCE)
 
   
    elseif args == "EMOTE_ONESHOT_SALUTE_NOSHEATH" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SALUTE_NOSHEATH)
 

   
    elseif args == "EMOTE_STATE_USESTANDING_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_USESTANDING_NOSHEATHE)
 
   
    elseif args == "EMOTE_ONESHOT_LAUGH_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH_NOSHEATHE)
 
   
    elseif args == "EMOTE_STATE_WORK_NOSHEATHE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE)
 
   
    elseif args == "EMOTE_STATE_SPELLPRECAST" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SPELLPRECAST)
 
   
    elseif args == "EMOTE_ONESHOT_READYRIFLE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYRIFLE)
 
   
    elseif args == "EMOTE_ONESHOT_LAUGH" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
 
   
    elseif args == "EMOTE_STATE_READYRIFLE" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
 
   
    elseif args == "EMOTE_STATE_WORK_NOSHEATHE_MINING" then

      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE_MINING)
   
   
    elseif args == "EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD)
    elseif args == "EMOTE_zzOLDONESHOT_LIFTOFF" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_zzOLDONESHOT_LIFTOFF)
    elseif args == "EMOTE_ONESHOT_LIFTOFF" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF)
    elseif args == "EMOTE_ONESHOT_YES" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_YES)
    elseif args == "EMOTE_ONESHOT_NO" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_NO)
    elseif args == "EMOTE_ONESHOT_TRAIN" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_TRAIN)
    elseif args == "EMOTE_ONESHOT_LAND" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAND)
    elseif args == "EMOTE_STATE_READY1H" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_READY1H)
    elseif args == "EMOTE_STATE_AT_EASE" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_AT_EASE)
    elseif args == "EMOTE_STATE_SPELLKNEELSTART" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SPELLKNEELSTART)
    elseif args == "EMOTE_STATE_SUBMERGED" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SUBMERGED)
    elseif args == "EMOTE_ONESHOT_SUBMERGE" then
      LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SUBMERGE)
  end
end
end

register_lua_script_command(".opcode","gm_ops_cmd")


--Lua Error Cart use ARGs