rendered paste body-- 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")