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dsrc/sku.0/sys.server/compiled/game/script/conversation/biogenic_random.script
T
2013-09-10 23:17:15 -07:00

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include library.ai_lib;
include library.utils;
include library.anims;
include library.chat;
const string CONVO = "conversation/biogenic_random";
// doAnimationAction(npc, anims.PLAYER_WAVE1);
// setAnimationMood(self, "neutral");
trigger OnAttach() {
ai_lib.setDefaultCalmBehavior(self, ai_lib.BEHAVIOR_SENTINEL);
attachScript(self, "npc.converse.npc_converse_menu");
return SCRIPT_CONTINUE;
}
trigger OnStartNpcConversation(obj_id speaker) {
/*
string_id greeting = new string_id (CONVO,"npc_dialogue_start_angry");
string_id response[] = new string_id [1];
response[0] = new string_id (CONVO, "ply_forget_me");
npcStartConversation (speaker, self, CONVO, greeting, response);
*/
string mood = chat.MOOD_NONE;
switch(rand(0,8)) {
case 0: mood = chat.MOOD_NONE;
break;
case 1: mood = chat.MOOD_DEPRESSED;
break;
case 2: mood = chat.MOOD_DISMAYED;
break;
case 3: mood = chat.MOOD_DISTRACTED;
break;
case 4: mood = chat.MOOD_NERVOUS;
break;
case 5: mood = chat.MOOD_SCARED;
break;
case 6: mood = chat.MOOD_TERRIFIED;
break;
case 7: mood = chat.MOOD_PANICKED;
break;
case 8: mood = chat.MOOD_FEARFUL;
break;
}
int phrase_num = rand(0, 20);
string_id phrase = new string_id(CONVO, "phrase_" + phrase_num);
chat.setChatMood(self, mood);
chat.chat(self, chat.CHAT_SAY, mood, phrase);
return SCRIPT_CONTINUE;
}
trigger OnNpcConversationResponse (string convo, obj_id speaker, string_id response) {
return SCRIPT_CONTINUE;
}