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kalabasa

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Posts posted by kalabasa


  1. This was posted in rAthena but the code is for Herc

    i tested but its not working

    https://rathena.org/board/topic/125989-cluckers-and-disguise-events/

    https://gist.github.com/AnnieRuru/e2a3a45306d22479ea0885cb67cf7750

     

    //===== Hercules Script =======================================
    //= Cluck! Cluck! Boom!
    //===== By: ==================================================
    //= Keale
    //===== Current Version: =====================================
    //= 1.2a
    //===== Description: =========================================
    //= Click the chicken and try retrieve the item at a low
    //= chance. If you fail he will nuke, freeze, stone,
    //= stun, or make you fall asleep.
    //= The prize is configurable and triggered by the NPC.
    //===== Additional Comments: =================================
    //= 1.0 First release.
    //= 1.1 Using 'switch rand' instead.
    //= 1.2 Cleaned and standardized. [Euphy]
    //= 1.2a Switched 'atcommand' to 'unitskilluseid'.
    //============================================================
    
    prontera,155,185,4	script	Cluckers	4_NFCOCK,{
    	.@GMAccess = 80;	// GM level required to access NPC
    
    	if (.startcluck) {
    		specialeffect2 EF_HIT3;
    		switch(rand(15)) {
    		case 1: 
    			npctalk "CLUUUUUUCK!!!";
    			specialeffect2 EF_SUI_EXPLOSION;
    			unitkill playerattached();
    			emotion ET_HUK;
    			break;
    		case 2:
    			npctalk "Cluuuuuck!~";
    			break;
    		case 3:
    			specialeffect2 EF_SUI_EXPLOSION;
    			unitkill playerattached();
    			break;
    		case 4:
    			sc_start SC_FREEZE, 1000, 0;
    			break;
    		case 5:
    			npctalk "CLUUUUUUUUUCK!!!";
    			specialeffect2 EF_SUI_EXPLOSION;
    			unitkill playerattached();
    			emotion ET_HUK;
    			break;
    		case 6:
    			sc_start SC_SLEEP, 1000, 0;
    			break;
    		case 7:
    			sc_start SC_STONE, 1000, 0;
    			emotion ET_KIK;
    			break;
    		case 8:
    			npctalk "CLUUUUUUCK!!!";
    			specialeffect2 EF_SUI_EXPLOSION;
    			unitkill playerattached();
    			emotion ET_HUK;
    			break;
    		case 9:
    			npctalk "Cluck! CLUUUCK!!";
    			specialeffect2 EF_SUI_EXPLOSION;
    			unitkill playerattached();
    			emotion ET_HUK;
    			break;
    		case 10:
    			sc_start SC_STUN, 1000, 0;
    			break;
    		case 11:
    			sc_start SC_SLEEP, 1000, 0;
    			emotion ET_KIK;
    			break;
    		case 12:
    			sc_start SC_STUN, 1000, 0;
    			break;
    		case 13:
    			npctalk "Cluck! Cluck!";
    			break;
    		case 14:
    			specialeffect2 EF_SUI_EXPLOSION;
    			unitkill playerattached();
    			break;
    		default:
    			if (rand(50) < 4) {
    				npctalk "WOOF!...........";
    				specialeffect2 EF_SPHERE;
    				announce "[Cluck! Cluck! Boom!] " + strcharinfo(0) + " squeezed out the prize! Well done!", bc_all;
    				getitem $cluck_item_id, $cluck_item_amount;
    				.startcluck = 0;
    			} else {
    				npctalk "Cluck! CLUUUCK!!";
    				specialeffect2 EF_SUI_EXPLOSION;
    				unitkill playerattached();
    			}
    		}
    		end;
    	}
    	mes "[Cluckers]";
    	if (getgmlevel() >= .@GMAccess) {
    		mes "Cluck cluck! Cluuuuuck? ^FF0000~Hi GM " + strcharinfo(0) + ", Wanna play today?~^000000";
    		mes "Cluck cluck... CLUCK! ^FF0000~Just tell me what to do!~^000000";
    		next;
    		while(true) {
    			switch(select("Start Event", "Check Prize", "Set Prize", "Not today Cluckers")) {
    			case 1:
    				mes "[Cluckers]";
    				mes "CLUCK! ^FF0000~Sure thing!~^000000";
    				emotion 33;
    				close2;
    				announce "[Cluck! Cluck! Boom!] is about to start in Prontera!",bc_blue;
    				initnpctimer;
    				end;
    			case 2:
    				mes "[Cluckers]";
    				mes "Cluck, cluck cluck... Cluck! ^FF0000~The current prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +".^000000";
    				next;
    				break;
    			case 3:
    				mes "[Cluckers]";
    				mes "Cluck cluck? Cluck??? ^FF0000~What should the prize for winning be? Please select the item ID.~^000000";
    				next;
    				.@s = select(.prize_menu$) -1;
    				$cluck_item_id = .prize_id[.@s];
    				$cluck_item_amount = .prize_amount[.@s];
    				mes "[Cluckers]";
    				mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +"^000000? ^FF0000Great.~^000000";
    				emotion ET_OK;
    				next;
    				break;
    			case 4:
    				mes "[Cluckers]";
    				mes "Cluck cluck cluck...";
    				close;
    			}
    		}
    	}
    	mes "Cluck cluck! Cluuuuuck?";
    	mes "Cluck....";
    	close;
    
    OnTimer1000:
    	announce "Please hurry behind the fountain if you want to play with the crazy chicken!",bc_blue;
    	end;
    OnTimer2000:
    	announce "Cluckers has eaten one of my items! I'm too scared to retrieve it!",bc_blue;
    	end;
    OnTimer3000:
    	announce "Click the insane chicken and try squeeze out the item, if you're lucky you'll win! Are you ready?",bc_blue;
    	end;
    OnTimer4000:
    	announce "GO! Click the chicken to get the prize!",bc_blue;
    	stopnpctimer;
    	.startcluck = 1;
    	end;
    OnInit:
    	setarray .prize_id, 501,502,503,504,505;
    	setarray .prize_amount, 1,2,3,4,5;
    
    	.@prize_size = getarraysize(.prize_id);
    	for (.@i = 0; .@i < .@prize_size; ++.@i)
    		.prize_menu$ += .prize_amount[.@i] +"x "+ getitemname(.prize_id[.@i]) +":";
    	if (!$cluck_item_id)
    		$cluck_item_id = 501;
    	if (!$cluck_item_amount)
    		$cluck_item_amount = 1;
    	end;
    }

     


  2. 1 hour ago, IndieRO said:

    maybe you have typo on this part

    setarray .maps$[0],"izlude","geffen","morocc","prontera"; // Possible maps

    setarray .maps_list$[0],"izlude","geffen","morocc","prontera"; // Possible maps 

    this is the code i was using

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