All pastes #407456 Raw Edit

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public text v1 · immutable
#407456 ·published 2007-03-24 01:08 UTC
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-- German --http://www.primacom.net/~z6295510/lua-tutorial.html
-- English --http://translate.google.com/translate?hl=en&sl=de&u=http://www.primacom.net/~z6295510/lua-tutorial.html&sa=X&oi=translate&resnum=9&ct=result&prev=/search%3Fq%3Delseif%2BLua%2Btutorial%26hl%3Den
--Can DO VARS --

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")