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- -- You can customize the butler's greeting to match every visitor.
- -- Enter the character name in the table below, along with the greeting for the character's visit.
- helloTable = {
- --"NotOnList" is used for the default response when entering player is not on list. Do not change unless you know what you are doing.
- ["NotOnList"] = {"Not on list.", H.Percussion.fx4, H.Emotion.ready },
- ["Elliya"] = {"Let's do our mating call from our native land. BIDOOOOOFF!", H.Percussion.fx4, H.Emotion.ready },
- ["Lecernawx"] = {"Oh hey, it's Mr. Programmer guy! How much for teach?", H.Percussion.fx11 },
- ["Thorr"] = {"It's the guy that posts all that GW2 stuff!", H.Percussion.fx3 },
- ["Zefrine"] = {"", H.Percussion.fx5 },
- ["Kalumus"] = {"Oh it's you...dirty mouth guy!", H.Percussion.fx6 },
- ["Whambulance"] = {"Hey girl, wanna DEEEEPEEEEE?", H.Percussion.fx7 },
- ["Kayari"] = {"It's my southern girl! HOWDY!", H.Percussion.fx8 },
- ["Catchy"] = {"Woah..watch where you swing that penis.", H.Percussion.fx9 },
- ["Katie"] = {"No Asians, get out.", H.Percussion.fx10 },
- ["Alatreon"] = {"Hot naked guys in this room. You like?", H.Percussion.fx12 },
- ["Oshamd"] = {"Oh great leader...welcome!", H.Percussion.fx13 },
- ["Oshaguy"] = {"The legion name should of been 'Recycle and Friends'.", H.Percussion.fx14 },
- ["Recycle"] = {"The Great King has arrived!", H.Percussion.snare, H.Emotion.boo },
- };
- function GetHelloString(desc)
- if (helloTable[desc] == nil) then
- return helloTable["NotOnList"][1];
- end
- return helloTable[desc][1];
- end
- function GetHelloSound(desc)
- if (helloTable[desc] == nil) then
- return helloTable["NotOnList"][2];
- end
- return helloTable[desc][2];
- end
- function GetHelloAnim(desc)
- if (helloTable[desc] == nil) then
- return helloTable["NotOnList"][3];
- end
- return helloTable[desc][3];
- end
- -- It will be called when the script becomes initialized.
- function OnInit()
- -- With the SetSensor command, you can customize the distance the butler recognizes a user.
- -- When a user enters in the first variable, the butler recognizes him/her.
- -- When a user steps out of the second variable, the butler does not respond.
- -- Do as follows and the butler recognizes a user when he/she is within a 3m radius.
- -- Again, the butler does not respond when a user steps past a 30m radius.
- H.SetSensor(3, 30);
- end
- -- Called when a user enters a distance range that the butler can recognize.
- function OnUserEntered(desc)
- -- With the PlaySound command, options for music play or label can be set.
- -- The first variable is to set channels and the second one for music score.
- -- Do as follows and 2 labels will be set for channel no. 0.
- H.PlaySound(0, "r[1]r[2]");
- -- Plays the effect sound for the respective visitors.
- if (GetHelloSound(desc) ~= nil) then
- -- The SetPercussion command is for customizing sounds.
- H.SetPercussion(1, GetHelloSound(desc));
- -- "x" refers to SetPercussion, enabling the preset sound.
- H.PlaySound(1, "x");
- end
- -- The butler starts an animation.
- -- The first variable "0" refers to the butler.
- -- The second variable "1" refers to the label no. [1] in the PlaySound command.
- -- The third variable is an emote gotten from the table.
- H.StartAnimation(0, 1, GetHelloAnim(desc));
- -- The butler speaks through a speech bubble.
- -- The first variable 2 refers to the label no. [2] in the PlaySound command.
- -- Enter the dialog message of the butler in the second variable.
- H.Say(2 , GetHelloString(desc));
- end
- -- Available Motions for Setup:
- -- point, sleep, angry, blush, dance, clap, comfort, drink, eat, laugh, kneel, no,
- -- otl, pat, plead, ready, sad, slap, surprise, taunt, thanks, thunder,
- -- useup, victory, yes, wave, boo, charge, dislike, panic, salute, smile,
- -- sorry, think, blueflag, twoflag, whiteflag, sing, jump
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