INIT:
//Diner Patron DBs
//DB layout (Character, Lower Stair,LowerChair,InstanceBed,InstanceStair)
DB_CycleDinerInstance(CHARACTER_Fort_Diner_Townie1,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_1,ITEM_Bed_Diner_Up_001,ITEM_Fort_diner_2ndStairDown);
DB_CycleDinerInstance(CHARACTER_Fort_Diner_Townie7,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_2,ITEM_Bed_Diner_Up_002,ITEM_Fort_diner_2ndStairDown);
DB_CycleDinerInstance(CHARACTER_Fort_Diner_Townie8,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_3,ITEM_Bed_Diner_Up_003,ITEM_Fort_diner_2ndStairDown);
DB_CycleDinerInstance(CHARACTER_Fort_Diner_Townie9,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_4,ITEM_Bed_Diner_Up_004,ITEM_Fort_diner_2ndStairDown);
DB_CycleDinerInstance(CHARACTER_Fort_Diner_Townie10,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_5,ITEM_Bed_Diner_Up_005,ITEM_Fort_diner_2ndStairDown);
//Workers sit at seperate table:
DB_LazyWorkerInstance(CHARACTER_Fort_Diner_Townie2,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_9,ITEM_Bed_Diner_Up_009,ITEM_Fort_diner_2ndStairDown);
DB_LazyWorkerInstance(CHARACTER_Fort_Diner_Townie3,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_13,ITEM_Bed_Diner_Up_000,ITEM_Fort_diner_2ndStairDown);
DB_LazyWorkerInstance(CHARACTER_Fort_Diner_Townie4,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_10,ITEM_Bed_Diner_Up_010,ITEM_Fort_diner_2ndStairDown);
DB_LazyWorkerInstance(CHARACTER_Fort_Diner_Townie5,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_11,ITEM_Bed_Diner_Up_011,ITEM_Fort_diner_2ndStairDown);
DB_LazyWorkerInstance(CHARACTER_Fort_Diner_Townie6,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_14,ITEM_Bed_Diner_Up_012,ITEM_Fort_diner_2ndStairDown);
DB_LazyWorkerInstance(CHARACTER_Fort_Diner_Townie11,ITEM_Fort_Diner_1stStair_UP,ITEM_DinerChair_15,ITEM_Bed_Diner_Up_013,ITEM_Fort_diner_2ndStairDown);
KB:
//Workers are slackers Schedule.
//Awake time.
IF
TimerFinished("TimeOfDay")
AND
Time(_,13,_)
AND
DB_LazyWorkerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
AND
CharacterGetVarInteger(_Char,"OffCycle",0)
THEN
CharacterMoveToItem(_Char,_StairUpper,0,"ReachedUpperStair");
IF
CharacterEvent(_Char,"ReachedUpperStair")
AND
DB_LazyWorkerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
//CharacterTeleportToTrigger(_Char,TRIGGER_Fort_Diner_1stStair_UP,"MorningSit");
CharacterUseItem(_Char,_StairUpper,"MorningSit");
IF
CharacterEvent(_Char,"MorningSit")
AND
DB_LazyWorkerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
CharacterUseItem(_Char,_LowerChair,"SittingDown");
/*
IF
CharacterEvent(_Char,"SittingDown")
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
CharacterSetVarFixedString(_Char, "currentState", "State_IdleAnimation"); */
//Sleep time.
IF
TimerFinished("TimeOfDay")
AND
Time(_,5,_)
AND
DB_LazyWorkerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
AND
CharacterGetVarInteger(_Char,"OffCycle",0)
THEN
//CharacterSetVarFixedString(_Char, "currentState", "");
CharacterMoveToItem(_Char,_LowerStair,0,"ReachedLowerStair");
IF
CharacterEvent(_Char,"ReachedLowerStair")
AND
DB_LazyWorkerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
//CharacterTeleportToTrigger(_Char,TRIGGER_Fort_Diner_1stStair_UP,"MorningSit");
CharacterUseItem(_Char,_LowerStair,"NightSleep");
IF
CharacterEvent(_Char,"NightSleep")
AND
DB_LazyWorkerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
CharacterUseItem(_Char,_BedUpper,"SleepingInBed");
//Diner Patrons
//Awake time.
IF
TimerFinished("TimeOfDay")
AND
Time(_,6,_)
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
AND
CharacterGetVarInteger(_Char,"OffCycle",0)
THEN
CharacterMoveToItem(_Char,_StairUpper,0,"ReachedUpperStair");
IF
CharacterEvent(_Char,"ReachedUpperStair")
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
//CharacterTeleportToTrigger(_Char,TRIGGER_Fort_Diner_1stStair_UP,"MorningSit");
CharacterUseItem(_Char,_StairUpper,"MorningSit");
IF
CharacterEvent(_Char,"MorningSit")
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
CharacterUseItem(_Char,_LowerChair,"SittingDown");
/*
IF
CharacterEvent(_Char,"SittingDown")
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
CharacterSetVarFixedString(_Char, "currentState", "State_IdleAnimation"); */
//Sleep time.
IF
TimerFinished("TimeOfDay")
AND
Time(_,21,_)
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
AND
CharacterGetVarInteger(_Char,"OffCycle",0)
THEN
//CharacterSetVarFixedString(_Char, "currentState", "");
CharacterMoveToItem(_Char,_LowerStair,0,"ReachedLowerStair");
IF
CharacterEvent(_Char,"ReachedLowerStair")
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
//CharacterTeleportToTrigger(_Char,TRIGGER_Fort_Diner_1stStair_UP,"MorningSit");
CharacterUseItem(_Char,_LowerStair,"NightSleep");
IF
CharacterEvent(_Char,"NightSleep")
AND
DB_CycleDinerInstance((CHARACTER)_Char,(ITEM)_LowerStair,(ITEM)_LowerChair,(ITEM)_BedUpper,(ITEM)_StairUpper)
THEN
CharacterUseItem(_Char,_BedUpper,"SleepingInBed");