I did found this:
Race Relations which has a single script like this:
/*
THE NOTORIOUS GENIUS'S RACE RELATIONS
A MODULE ONENTER SCRIPT
FEBRUARY 2003
Simulates racial relations
Sets an entering PC's personal reputation with every other
player in the module based on player race
*/
void main()
{
// Get the entering object
object oEntering = GetEnteringObject();
// Is it a PC?
if (GetIsPC(oEntering) == TRUE)
{
// get the race of the PC
int iRace = GetRacialType(oEntering);
// if oEntering is a human, adjust relations accordingly
if (iRace == RACIAL_TYPE_HUMAN)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// d2 switch. 1= set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_ELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// DWARVES
// set oEntering friendly to dwarves
if (iClan == RACIAL_TYPE_DWARF)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HALFELVES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFLINGS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFLING)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HUMANS
// of course, humans are friendly to other humans
if (iClan == RACIAL_TYPE_HUMAN)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_GNOME)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFORCS
// d2 switch. 1 = set them neutral, 2 = set them hostile
if (iClan == RACIAL_TYPE_HALFORC)
{
switch (d2())
{
case 1:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryEnemy(oPC,oEntering,FALSE);
}
}
}
}
oPC = GetNextPC();
}
// if oEntering is an elf, adjust relations accordingly
if (iRace == RACIAL_TYPE_ELF)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// Elves are friendly with other elves
if (iClan == RACIAL_TYPE_ELF)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// set oEntering neutral to dwarves
if (iClan == RACIAL_TYPE_DWARF)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HALFELVES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFLINGS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFLING)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HUMANS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HUMAN)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// GNOMES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_GNOME)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFORCS
// d2 switch. 1 = set them friendly, 2 = set them hostile
if (iClan == RACIAL_TYPE_HALFORC)
{
switch (d2())
{
case 1:
{
SetIsTemporaryEnemy(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
}
// Reset the Loop
oPC = GetNextPC();
}
// if oEntering is a dwarf, adjust relations accordingly
if (iRace == RACIAL_TYPE_DWARF)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// d2 switch. 1= set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_ELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// DWARVES
// Dwarves are friendly to other dwarve
if (iClan == RACIAL_TYPE_DWARF)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HALFELVES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFLINGS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFLING)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HUMANS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HUMAN)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// GNOMES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_GNOME)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFORCS
// d2 switch. 1 = set them friendly, 2 = set them hostile
if (iClan == RACIAL_TYPE_HALFORC)
{
switch (d2())
{
case 1:
{
SetIsTemporaryEnemy(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
}
// Reset the Loop
oPC = GetNextPC();
}
// If oEntering is a half-elf, adjust relations accordingly
if (iRace == RACIAL_TYPE_HALFELF)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// d2 switch. 1= set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_ELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// DWARVES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_DWARF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFELVES
// Halfelves are friendly to other halfelves
if (iClan = RACIAL_TYPE_HALFELF)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HALFLINGS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFLING)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HUMANS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HUMAN)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// GNOMES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_GNOME)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFORCS
// d2 switch. 1 = set them friendly, 2 = set them hostile
if (iClan == RACIAL_TYPE_HALFORC)
{
switch (d2())
{
case 1:
{
SetIsTemporaryEnemy(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
}
// Reset the Loop
oPC = GetNextPC();
}
// If oEntering is a Gnome, adjust relations accordingly
if (iRace == RACIAL_TYPE_GNOME)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// d2 switch. 1= set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_ELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// DWARVES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_DWARF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFELVES
// Sets them neutral
if (iClan = RACIAL_TYPE_HALFELF)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
// HALFLINGS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HALFLING)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
// HUMANS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HUMAN)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// GNOMES
// Gnomes are friendly to other gnomes
if (iClan == RACIAL_TYPE_GNOME)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HALFORCS
// Sets them neutral
if (iClan == RACIAL_TYPE_HALFORC)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
// Reset the Loop
oPC = GetNextPC();
}
// If oEntering is a Halfling, adjust relations accordingly
if (iRace == RACIAL_TYPE_HALFLING)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// d2 switch. 1= set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_ELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// DWARVES
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_DWARF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFELVES
// Sets them neutral
if (iClan = RACIAL_TYPE_HALFELF)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
// HALFLINGS
// Halflings are friendly to other halflings
if (iClan == RACIAL_TYPE_HALFLING)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HUMANS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HUMAN)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// GNOMES
// Gnomes are friendly to other gnomes
if (iClan == RACIAL_TYPE_GNOME)
{
switch (d2())
{
case 1:
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
}
// HALFORCS
// Sets them neutral
if (iClan == RACIAL_TYPE_HALFORC)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
// Reset the Loop
oPC = GetNextPC();
}
// If oEntering is a Halforc, adjust relations accordingly
if (iRace == RACIAL_TYPE_HALFORC)
{
// Get the first PC on the list
object oPC = GetFirstPC();
// big race relations while loop
while (GetIsObjectValid(oPC) == TRUE)
{
// get oPC's race
int iClan = GetRacialType(oPC);
// ELVES
// d2 switch. 1= set them neutral, 2 = set them hostile
if (iClan == RACIAL_TYPE_ELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryEnemy(oPC,oEntering,FALSE);
}
}
}
// DWARVES
// sets them neutral
if (iClan == RACIAL_TYPE_DWARF)
{
SetIsTemporaryFriend(oPC,oEntering,FALSE);
}
// HALFELVES
// d2 switch. 1 = set them neutral, 2 = set them hostile
if (iClan = RACIAL_TYPE_HALFELF)
{
switch (d2())
{
case 1:
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
case 2:
{
SetIsTemporaryEnemy(oPC,oEntering,FALSE);
}
}
}
// HALFLINGS
// sets them neutral
if (iClan == RACIAL_TYPE_HALFLING)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
// HUMANS
// d2 switch. 1 = set them friendly, 2 = set them neutral
if (iClan == RACIAL_TYPE_HUMAN)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
// GNOMES
// sets them neutral
if (iClan == RACIAL_TYPE_GNOME)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
// HALFORCS
// Halforcs are friendly to other halforcs
if (iClan == RACIAL_TYPE_HALFORC)
{
SetIsTemporaryNeutral(oPC,oEntering,FALSE);
}
}
// Reset the Loop
oPC = GetNextPC();
}
}
}
// THE END
Pretty much is kinda close to what I would like to work with. So I just might see if I can work on this and see if I can use it towards a Subrace instead of RACIAL_TYPE_