-- 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")