All pastes #407435 Raw Edit

Someone

public text v1 · immutable
#407435 ·published 2007-03-24 00:37 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