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Scripts that signal players to join an event at a specific times or often use a map, or an instance map to help players farm items.
Example: Clucker event, Disguise event, Gold room, MvP room, Chess script

40 files

  1. [Auto-Event] Pluckin' a Chicken

    [Auto Event] Pluckin' a Chicken


     

    What exactly is this event Pluckin' a Chicken?
     
    Well...
     
    Details:


    // Automated Event
    Winner gets double the amount of cash points based on how many they clicked/plucked.
    If any players are in the 11x11 square they will be moved somewhere safe to participate in the event.
    Player who wins, gets item, Zeny, and Double Cash Points based on how many clicks they did to win.
    Randomized each time, one time you could have to pluck the chicken 100 times, or 350 times, never know.
    Players who lose STILL WIN! When the event is disabled go to Pluckins (wherever you put him)and he will exchange your Plucks on the Chicken you got for the exact same amount of Cash Points.
    If the next hour goes and no one has completed the Pluckin' a Chicken event, it won't start again until it's finished.
    1 hour timer, once you start your server, in 1 hour the event will begin, once completed, another hour and the event will start.
    When WoE FE:SE is in session ( agitcheck / agitcheck2 ) the event will not start, to prevent too much going on at once.
     
    Enjoy Hercules ^^

    309 downloads

    0 comments

    Submitted

  2. [Auto-Event] Satan Morocc Invasion

    [Auto-Event] Satan Morocc Invasion
     
    Based on a request by Will Su.
     
    Satan Morocc invades every hour, if the players haven't killed Satan Morocc in that timeframe by the next hour he won't spawn again. Player who kills Satan Morocc gets Cash Points (change to whatever currency you use or simply switch to item like Coin)
     
     
    Enjoy

    269 downloads

    0 comments

    Updated

  3. [Event] Easter Egg Hunt - HAPPY EASTER HERCULES!

    File Name: [Event] Catch the Easter Egg Hunt Event - HAPPY EASTER HERCULES!
    File Submitter: Aeromesi
    File Submitted: 26 Mar 2016
    File Category: Events & Games
     
    [Event] Catch the Easter Egg Hunt
     
    So, what exactly is my
    Easter Egg Hunt Event?
    What it does: After configuring, 50 Gold, 50 Silver, and 50 Normal eggs spawn in Prontera. They all move at a decent speed. Normal/Silver eggs move at the SAME Speed, but Gold eggs move faster! They contain the better reward so you better have good coordination!
     
    All begins with '@egghunt
    ' command. Able to start off by creating Easter Egg Hunt settings. Able to disable or delete the setup to start configuring new treasure hunter event. (Note: It will be able to tell if created or event is active.)
    When setting up you input:
    Input GOLD and SILVER egg ID/Amounts for REWARDS.
    '@repeategghunt
    ' - Allows you the GM to repeat the previous Easter Egg Hunt setup you made!
     
     
    '@joinegghunt
    ' - Allow player to warp to the designated map where event is being held.
     
     
     
    3 Simple commands to control the whole Easter Egg Hunt
     
    Event.
     
     
    Enjoy <3 (Download Attachment)
     
     
    Here's some screenshots btw:
    For player to click Easter Egg Hunt to see if event is active and what details you put:
     
     
     

     
     
    Click here to download this file

    138 downloads

    0 comments

    Updated

  4. [Custom Instance] Trivia Time

    [Custom Instance] Trivia Time
     
    So what exactly is my Custom Instance Trivia Time
     
    Specifications:
    Trivia 1: Defeat the 4 Cosmos Guardians (The map was made by me)
    Trivia 2: Find the Correct Path of Light! (Failure to find the correct Light in dali map can result in being frozen/cursed with mob spawn, heavy amount of mob spawn or even an automatic GAME-OVER!
    Trivia 3: Learn how to Spell: Find the correct mobs to proceed (There's a switch inside the script that allows you to have an easy-mode wherein you won't get any penalty for killing a fake mob, enabling 'Failure_Activation to 1 will enable hard-mode which if you kill all the fake mobs, you will get a GAME-OVER (Useful for people spamming AoE)!
    Trivia 4: Defeat your Shadow Clone: Inspired by Naruto, you can fight off exact copies of yourself, will the fake win or will the real deal shine? Easily change the amount of Shadow Clones you can fight.

    Enjoy Hercules

    429 downloads

    0 comments

    Updated

  5. [Custom Instance] Mastery Dungeon

    [Custom Instance] Mastery Dungeon
     
    So what exactly is the Mastery Dungeon
     
    Specifications:
    Party Based Instance (Control Max amount of Party members via .max_players
    2 of the same Class cannot be in the party.
    Easily edit monster waves via the setarrays.
    Everyone obtains the cooldown, so if a party of people play, and they disband and a player joins a different party, it will say that certain player cannot play so they must leave your party or wait.
    Everyone gets randomized Points at the end of each round (set at CASH POINTS, easily change at the bottom of the script. As the rounds increase, so do the amount of points you get.)
    Different Modes: Easy (30 Minutes), Normal (45 Minutes), Hardcore (60 Minutes), Nightmare (90 Minutes)
    Each Difficulty has 10 levels

    703 downloads

    0 comments

    Updated

  6. [Custom Instance] Fiery Fairy Forest

    [Custom Instance] Fiery Fairy Forest
     
    So what exactly is my Fiery Fairy Forest?
     
    There's been rumor by the Assassins Guild that the Fiery Fairy Demon King Ifrit and his minions are going to try and invade the Fairies home in the Southern Fields of Prontera, and eventually getting to Prontera's Kingdom itself. It's up to you to take out the fire's, save the Fairies and their Forest as well as Prontera
     
    Can you Handle the Heat
     
    Other information:
    7 Total Rounds
    17 Fires each round (Last round 34)
    Control the Mob Amounts simply by editing the variables in the `OnInstanceInit:`!
    Source edit (viewpointmap) included so you can see where the fires are located in the top right mini-map (Ice Titans also uses viewpointmap when the instance spawns the humans you have to save)
    So if you have Ice Titans Attack El Dicastes installed, you won't need the source edit, vise versa if you install Fiery Fairy Forest first.


    420 downloads

    0 comments

    Updated

  7. [Custom Instance] MvP Ladder

    [Custom Instance] MvP Ladder



    So what exactly is the MvP Ladder?


     
    MVP Ladder - Instanced Edition is a rewrite of the MVP Ladder event that is included in rAthena project custom NPC folder built rewritten for Hercules.
     
    It retains 90% of original functionality except multiple parties can participate in the ladder without having to wait for the other party to finish anymore.
     
    Features:

    Killing every MvP from Weakest to Strongest
    Party Ranking to see what Party beat the MvP Ladder the Fastest
    Able to reset the Party Ranking Ladder.
    Adding "|" delimiter to a range of monster IDs will cause that spawn to be randomized.

     
    Special thanks to the original author Euphy and Secretdataz for having most of the script already done.

    299 downloads

    0 comments

    Submitted

  8. Deckster the Deck Guy NPC

    So who exactly is Deckster the Deck Guy NPC?
     
     
    Well he's a simple guy with a simple love for what you say?
    Guessing what number he's thinking in his head.
     
    Simply setup the rewards, the minimum as well as the maximum input for the total amount of numbers you can guess.
    Configure whether or not the player must pay a fee in order to use the NPC, as well as the fee Item ID/Amount in order to use the NPC.
     
    Located in the OnInit:
    $DeckMin = 1; // Minium number to input at the guessing game. $DeckMax = 25; // Maximum number to input at the guessing game. .DeckRewardID = 501; // Reward Item ID .DeckRewardAM = 50; // Reward Item Amount // Default: On setarray $DeckRewardList[0],501,502,503,504,505,506,507,508,509,510; $DeckMaxItems = 10; // IMPORTANT: Edit this value in accordance to how many items you have in the array "$DeckRewardList". $EnableFee = 1; // 0 = Off || 1 = On ( This allows a fee everytime you want to take a shot at Deckster! ) $FeeID = 502; // ID for Item Fee $FeeAM = 5; // Amount of the Item used for the fee $EnableLuckyDay = 1; // 0 = Off || 1 = On ( This allows the user to have a second chance, kind of like your lucky day ! ) $LuckyDayRate = 10; // 10% Chance to trigger a Lucky day to you by Deckster $DeckSetup = 1; // WARNING: IGNORE THIS DO NOT EDIT
     
    Now the cool thing, when a GM accesses the NPC, or types the command `@deckedit` they will literally be able to control every aspect that is in the first time setup configuration in the OnInit.
     
    The new features:
    GM Menu (Through contact with NPC or command <script data-cfhash='f9e31' type="text/javascript">/* */</script>`! Able to control the Minium and Maximum numbers a player can bet on. Want it 50-100, or 1-100, 1-1000? it's your choice.

     
    Control The Item Fee ID/Amount as well as enabling/disabling the fee for the NPC
    Control the Random Item Reward ID's ( IMPORTANT! PLEASE NOTE: if you want to edit the list of items, edit the array $DeckRewardItems and then count all the items you made and set $DeckMaxItems to the max amount of items the array of your rewards hold.
    Control the % rate as well as enabling or disabling the Lucky Day ( Second Chance option) in-case you want the players to have another crack at guessing!

    63 downloads

    0 comments

    Updated

  9. Dungeon Hall

    An advanced housing system allowing guilds to rule an entire town (including dungeons, fields, npcs...)

    318 downloads

    0 comments

    Submitted

  10. Warper (Locked Map)

    This NPC will allows the player to warp on maps that are unlocked.

    102 downloads

    0 comments

    Submitted

  11. [Custom Instance] Zombie Massacre (SOLO VERSION)

    [Custom Instance]
    Zombie Massacre
     
     
    Story Line:
     
    Word has it in Prontera that a Zombie Invasion might be happening. Will you take up the responsibility to head to the Post and watch out for Zombies?
     
    Note:
    If you want players to become a Zombie, look in the `OnInit` to change whether they become a Zombie or not, and how many chances they have.
     
    If you become a Zombie, run to the minimarked area in Prontera (The center of Prontera) to drink from the Holy Fountain of water to continue the Zombie Massacre . As of now the script is default set with this disabled, but you can easily enable it via the `OnInit`. Example:

    OnInit: // 0 for Disabled, 1 for Enabled for becoming a Zombie feature inside of Zombie Massacre Instance. $@Zombie_Enabled = 1; // Amount of chances they have total until they lose the instance. $@ZombieChances = 3;
     
    Follow install instructions and you should be fine, also be sure to add the script.c details into your own script.c and recompile (If you downloaded any of the other instances like El Dicastes then skip this step)
     
    My Premium Version includes Party Mode, a Ranking of who beat it the most and who beat it the fastest, similar to El Dicastes and my other Premium Instance Versions.

    506 downloads

    0 comments

    Updated

  12. [Event] Treasure Hunter

    So, what exactly is my Treasure Hunter Event?
     
    All begins with '@treasurehunt' command. Able to start off by creating Treasure Hunter Event settings. Able to disable or delete the setup to start configuring new treasure hunter event. (Note: It will be able to tell if created or event is active.)
     
    When setting up you input:
    Input map for Treasure Hunter Event:
    Normal Treasure Chest that give nothing.
    Special Treasure Chest that gives x item and y amount of Reward that you configure via during setup
     
    Last player to find the last Treasure Chest gets the Secret Treasure Chest that has best reward! Which you also configure reward in the setup also.
     
    '@repeathunt' - Allows you the GM to repeat the previous Treasure Hunt setup you made!
     
    '@joinhunt' - Allow player to warp to the designated map where event is being held.
     
     
    3 Simple commands to control the whole Treasure Hunter Event.
     
    Enjoy <3 (Download Attachment)
     
    Here's some screenshots btw:
     
    For player to click Treasure Hunter to see if event is active and what details you put:
     

     
     
     

     
     
     
    What it shows when you finish/disable or even while still active your options with '@treasurehunt'.


     



    270 downloads

    2 comments

    Submitted

  13. Slot Machine

    This script will allow users to spend zeny &/or an item for a chance to win a prize from the slot machine. Currently there are 2 versions. First is a Single Slot Machine, where only 1 slot is rolled. Second is the Triple Slot machine, where 3 slots are rolled. For either version, SUCCESS must be the only thing displayed in order to win.
     
    To add the cutins, just place them in: data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/illust
     
    /* =============================================================
    /* NOTE - If using soundeffects you must add the ".wav" files
    /* provided in the ".rar" file to your: data/wav folder located
    /* in either your: ( Ragnarok folder ) OR ( .grf file )
    /* =============================================================
     
    I've included the PSD file, so you can edit it as you like.

    1954 downloads

    1 comment

    Updated

  14. multiple drops on user-defined sets

    (as originally requested in this topic)
     
    What is it?
    As the download name says, it's an automatic event that will change the drop rate on a set of mobs. Each roll is made every Monday at 00:00 (also at server startup or using reloadscript). It also has custom announces on each roll and a nifty @command that informs the users of the current active set.
     
    You can fully customize its behavior easily on the configurations, starting from the amount of sets (which have to follow a pattern on the variable that carries them) and the name to assign to them, the amount of mobs the sets have (you may have sets of different amount of members), the drop rate multiplicator and so on. Have a peek on the configurations as of v 0.9.1. As you can see, it's fully customizable!

    // Add in mob IDs (or SpriteNames if you want) where the numbers are. // You can virtually have an unlimited sets, and an unlimited amount of // members for each set. Just remember that you each array member has to // follow this pattern: member1, member2, (...), memberN; setarray .set_0[0], 1001, 1002, 1004, 1005, 1007; // Neutral setarray .set_1[0], 1001, 1002, 1004, 1005, 1007; // Water setarray .set_2[0], 1001, 1002, 1004, 1005, 1007; // Earth setarray .set_3[0], 1001, 1002, 1004, 1005, 1007; // Fire setarray .set_4[0], 1001, 1002, 1004, 1005, 1007; // Wind setarray .set_5[0], 1001, 1002, 1004, 1005, 1007; // Poison setarray .set_6[0], 1001, 1002, 1004, 1005, 1007; // Holy setarray .set_7[0], 1001, 1002, 1004, 1005, 1007; // Shadow setarray .set_8[0], 1001, 1002, 1004, 1005, 1007; // Ghost setarray .set_9[0], 1001, 1002, 1004, 1005, 1007; // Undead //setarray .set_10[0], 1001, 1002, 1004, 1005, 1007; // You may add more sets here in this fashion. // Set to the name of the type of each set of $@set_X // BEWARE! Number of members on this array MUST be the same as the total // amount of sets (which is quite obvious). This is VERY IMPORTANT. // Remember that strings should be enclosed in double quotes: "" setarray .names$[0], "Neutral", "Water", "Earth", "Fire", "Wind", "Poison", "Holy", "Shadow", "Ghost", "Undead"; // Set to the multiplication rate of drops (should be >= 1) // Examples: 100 = x1 (useless); 200 = x2; 50 = x0.5 // Based on final drop rates after battle conf calculations. .multiplicator = 200; // Force change of element each week? (1 = Yes; 0 = No) .force_change = 1; // Text message. You can change or translate it if you want, but be careful // not to touch the %s since you'll screw the dynamic formatting. .announce_format$ = "The element %s has been doubled for this week!"; // Atcommand name you want to use for keeping your users informed. .atcommand$ = "ddw";
     
    That's not all it has to offer. This script is also extensively commented and well formatted as an effort of mine to encouraging their users to try reading it, editing it and adding features to it or integrating with other scripts. It's not optimized to work fastest on execution (if it was I'd have to remove most of the configurations and all of the middle steps I've took to make it more readable for newbies). It's designed so that most people could easily extract the maximum knowledge of it as if it was an example from a manual while causing the minimum harm to its run speed.
     
    What does it come with, by default?
    It comes with an event that doubles the mob drop rate on sets based on he element of the mobs. Sadly the sets are filled with placeholders because original requester didn't specify its contents but it'd be nice if somebody else came with suitable mobs for it since I'm not good at events. Any reasonable proposal to show up the script will be welcome and help for releasing a fully functional script out of the box for next users.
     
    Warnings!
    While I would like this script to be perfect, there are a some issues it has you should take into account:
    addmonsterdrop/delmonsterdrop script commands don't work well with mobs that drop the same item more than once. It means that if a monster has 2 drop slots occupied by a same item ID, the design flaw these script commands have is that they'll attempt to modify the first item whose ID matches, leaving the second and later drop slot which has that item intact (and having the first one be modified to the rate of the last drop slot found with that item ID).
    Reloadscript or server restart will make the script choose another set.
    If the multiplied rate of a drop is more than the equivalent to 100%, you'll get a warning on the server console. While you can avoid this by capping the value script side, you can safely ignore it since the script comand caps it for you.
    Works fine with more than a single set. I don't know if you're doing good if you specify only one, but in that case keep at least the .force_change parameter set to 0 to avoid infinity loops and warnings on the map server console you should totally not ignore.

    While last 2nd, 3rd and 4th ones can be fixed script side (be wary 2nd one is a mess to fix I preferred not to do myself), you're welcome to try fixing 3rd and 4th yourself to help your scripting since they are very easy to fix.
     
    Finally!
    I hope you all enjoy the script!
     
    P.S.: Reminder, I'd really appreciate if someone lent me out any help to fill out the dummy spaces to provide version 1.0.0. Thanks on advance!

    78 downloads

    0 comments

    Submitted

  15. Poring Summoner

    Hey everyone,
     
    I thought I should re-introduce my Poring Summoner event script from back in the eAthena days... however, I took down the script in eAthena for certain reasons but when rAthena came along... I decided to re-introduce it again... but then, again, I removed it D:
     
    Anyways, I'm here once again to release it to Hercules and I think it'll stay now for the Public.
     
    You can find it on eAthena (only if you're a moderator):
    http://www.eathena.ws/board/index.php?showtopic=236779

    Or, see the commotion from rAthena when I took it down:
    http://rathena.org/board/topic/62248-mysterious-collection/?hl=+poring++summoner#entry100805

    Anyways, here is some information regarding this lovely event!

     
     
    Description:
    Basically the event is on an hour-based schedule, you can change the time you wish for the event to start in the script.
    The game basically is controlled by the server staff.
    Staff put a certain amount of Special* Porings and Normal Porings
    * Special Porings drop the prize set by the staff
    The map chosen is hard-coded in the script and can't be controlled VIA NPC In-game

     
    Known Issues:
    There's an issue where there's no set number of special and normal porings when the script is loaded... thus, if you don't set the number of special porings and normal porings before the event starts, the script won't summon anything.
    Also, there's no set prize when the script is loaded.
    Don't forget to set these when you load the script!

     
    Optimization:
    I know there are ways to optimize the script and fix the above issues, but the above issues isn't such a big concern so I didn't really bother to adjust it

     
    Redistribution:
    If you wish to redistribute the file, please be polite and let me know where you plan on doing so ;3
    You may not redistribute this file for selling purposes.

     
     




    This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License


    372 downloads

    0 comments

    Updated

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