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https://github.com/araxiaonline/RandomScriptsforAzerothCore.git
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DeathStalker.lua
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31
DeathStalker.lua
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@@ -0,0 +1,31 @@
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local DeathStalker = {}
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function DeathStalker.OnEnterCombat(event, creature, target)
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creature:RegisterEvent(DeathStalker.Cripple, 1000, 1)
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creature:RegisterEvent(DeathStalker.Cripple, 8000, 0)
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end
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function DeathStalker.Cripple(eventId, delay, calls, creature)
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local targetList = creature:GetAITargets(5)
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local targetCount = #targetList
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if targetCount > 0 then
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local randomIndex = math.random(1, targetCount)
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local randomTarget = targetList[randomIndex]
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creature:CastSpell(randomTarget, 6217, true)
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else
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creature:CastSpell(creature:GetVictim(), 6217, true)
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end
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end
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function DeathStalker.OnLeaveCombat(event, creature)
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creature:RemoveEvents()
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end
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function DeathStalker.OnDied(event, creature, killer)
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creature:RemoveEvents()
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end
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RegisterCreatureEvent(400102, 1, DeathStalker.OnEnterCombat)
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RegisterCreatureEvent(400102, 2, DeathStalker.OnLeaveCombat)
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RegisterCreatureEvent(400102, 4, DeathStalker.OnDied)
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@@ -56,7 +56,9 @@ local npcIds3 = {
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400032,
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400029,
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400073,
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400072
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400072,
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400102,
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400103
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}
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-- Function to be executed when an NPC from group 1 is spawned
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@@ -595,70 +595,3 @@ RegisterCreatureGossipEvent(NPC_ENTRY11, 2, OnGossipSelect)
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------------------
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local NPC_ENTRY11 = 381
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local REQUIRED_QUEST_ID = 30011
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local GAME_EVENT_ID = 17
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local function ShowGossipMenu(player, creature)
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player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
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player:GossipSendMenu(1, creature)
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end
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local function OnGossipHello(event, player, creature)
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if IsGameEventActive(GAME_EVENT_ID) then
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if not player:HasQuest(REQUIRED_QUEST_ID) then
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local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
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if questStatus == 4 then
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player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
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else
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player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
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end
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return
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end
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ShowGossipMenu(player, creature)
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end
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end
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local function OnGossipSelect(event, player, creature, sender, intid, code)
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if (intid == 1) then
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player:GossipComplete()
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player:KilledMonsterCredit(NPC_ENTRY1)
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local random = math.random(0, 4)
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if random == 0 then
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creature:SendUnitSay("Mommmmy!!!!", 0)
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elseif random == 1 then
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creature:SendUnitSay("But I wanted to go play with Sally...", 0)
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elseif random == 2 then
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creature:SendUnitSay("Really? Stay indoors? How boring...", 0)
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elseif random == 3 then
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creature:SendUnitSay("Darn those yucky Scourge...", 0)
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else
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creature:SendUnitSay("Awww, no fun!", 0)
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end
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creature:DespawnOrUnsummon(1000) -- Despawn after 1 second (1000 milliseconds)
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end
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end
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local function OnGameEventStart(event, gameEventId)
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if gameEventId == GAME_EVENT_ID then
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local creatures = GetWorld():GetCreaturesByEntry(NPC_ENTRY11)
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for _, creature in ipairs(creatures) do
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creature:SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP)
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end
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end
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end
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local function OnGameEventStop(event, gameEventId)
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if gameEventId == GAME_EVENT_ID then
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local creatures = GetWorld():GetCreaturesByEntry(NPC_ENTRY11)
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for _, creature in ipairs(creatures) do
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creature:RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP)
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end
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end
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end
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RegisterCreatureGossipEvent(NPC_ENTRY11, 1, OnGossipHello)
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RegisterCreatureGossipEvent(NPC_ENTRY11, 2, OnGossipSelect)
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RegisterServerEvent(34, OnGameEventStart)
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RegisterServerEvent(35, OnGameEventStop)
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@@ -5,14 +5,16 @@ local CREATURE_ID = 400096
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local QUEST_ACCEPT = {
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[30015] = 20439,
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[30016] = 20441,
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[30017] = 20443
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[30017] = 20443,
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[30018] = 20449
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}
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local QUEST_COMPLETE = {
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[30014] = 20438,
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[30015] = 20440,
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[30016] = 20442,
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[30017] = 20444
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[30017] = 20444,
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[30018] = 20450
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}
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-- Register the event for quest accept
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@@ -1,46 +1,63 @@
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local CREATURE_EVENT_ON_QUEST_ACCEPT = 31
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local CREATURE_EVENT_ON_DIE = 4
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local QUEST_ID = 30018
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local CREATURE_SPAWNER = 400096
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local BUNNY_ENTRY = 400099
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local UNDEAD_BUNNY_ENTRY = 400100
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local UNDEAD_WARLORD = 400101
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local UNDEAD_WARLORD = 400103
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local SPAWN_TYPE = 3
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local DESPAWN_TIMER = 600000 -- 10 minutes in milliseconds
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local CAST_SPELL_ID = 37679
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local DESPAWN_TIMER = 200000 -- 3 minutes and 20 seconds in milliseconds
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local CAST_SPELL_ID = 67040
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local CAST_SPELL_ID2 = 32826
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local function DespawnCreatures(spawner)
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local spawnedCreatures = spawner:GetCreaturesInRange(100, {BUNNY_ENTRY, UNDEAD_BUNNY_ENTRY})
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for _, spawnedCreature in ipairs(spawnedCreatures) do
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spawnedCreature:DespawnOrUnsummon(100) -- Despawn with a 100 ms delay
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local function CastSpellWithDelay(event, delay, calls, creature)
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creature:CastSpell(creature, CAST_SPELL_ID, false)
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end
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local function CastSpellPolyVis(event, delay, calls, creature)
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creature:CastSpell(creature, CAST_SPELL_ID2, false)
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end
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local function OnQuestAccept(event, player, creature, quest)
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if quest:GetId() == QUEST_ID then
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creature:SetReactState(0) -- Set react state to passive
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creature:CastSpell(creature, CAST_SPELL_ID, true) -- Cast the specified spell on self
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local x, y, z = creature:GetLocation()
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creature:PerformEmote(1)
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creature:SetReactState(0)
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creature:RegisterEvent(CastSpellPolyVis, 17000, 1)
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creature:RegisterEvent(CastSpellWithDelay, 18200, 1) -- 10-second delay before casting the spell
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local x, y, z, o = creature:GetLocation()
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for i = 1, 5 do
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local randomX = x + math.random(-5, 5)
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local randomY = y + math.random(-5, 5)
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creature:SpawnCreature(BUNNY_ENTRY, randomX, randomY, z, SPAWN_TYPE, DESPAWN_TIMER)
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local randomX = x + math.random(-4, 4)
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local randomY = y + math.random(-4, 4)
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creature:SpawnCreature(BUNNY_ENTRY, randomX, randomY, z, o, SPAWN_TYPE, DESPAWN_TIMER)
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end
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local undeadX = x + math.random(-5, 5)
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local undeadY = y + math.random(-5, 5)
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creature:SpawnCreature(UNDEAD_BUNNY_ENTRY, undeadX, undeadY, z, SPAWN_TYPE, DESPAWN_TIMER)
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local undeadX = x + math.random(-4, 4)
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local undeadY = y + math.random(-4, 4)
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creature:SpawnCreature(UNDEAD_BUNNY_ENTRY, undeadX, undeadY, z, o, SPAWN_TYPE, DESPAWN_TIMER)
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end
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end
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local function OnCreatureDeath(event, creature, killer)
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if creature:GetEntry() == UNDEAD_WARLORD then
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local spawner = creature:GetNearestCreature(100, CREATURE_SPAWNER)
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local spawner = creature:GetNearestCreature(CREATURE_SPAWNER, 100)
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if spawner then
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DespawnCreatures(spawner)
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spawner:SetReactState(1) -- Set react state back to aggressive
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spawner:StopSpellCast(CAST_SPELL_ID)
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end
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end
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end
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local function OnSpawnerDeath(event, creature, killer)
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if creature:GetEntry() == CREATURE_SPAWNER then
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local players = creature:GetPlayersInRange(100)
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for _, player in ipairs(players) do
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if player:HasQuest(QUEST_ID) then
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player:FailQuest(QUEST_ID)
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end
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end
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end
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end
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RegisterCreatureEvent(CREATURE_SPAWNER, CREATURE_EVENT_ON_QUEST_ACCEPT, OnQuestAccept)
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RegisterCreatureEvent(UNDEAD_WARLORD, 4, OnCreatureDeath) -- 4 is the event for creature death
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RegisterCreatureEvent(UNDEAD_WARLORD, CREATURE_EVENT_ON_DIE, OnCreatureDeath)
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RegisterCreatureEvent(CREATURE_SPAWNER, CREATURE_EVENT_ON_DIE, OnSpawnerDeath)
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@@ -1,15 +1,15 @@
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local INVISIBLE_BUNNY_ENTRY = 400099
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local SPELL_TO_CAST = 10001
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local SPELL_TO_CAST = 364735
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local InvisibleBunny = {}
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function InvisibleBunny.OnSpawn(event, creature)
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creature:RegisterEvent(InvisibleBunny.CastSpellRandomly, math.random(5000, 12000), 0)
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creature:RegisterEvent(InvisibleBunny.CastSpellRandomly, math.random(18000, 34000), 4)
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end
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function InvisibleBunny.CastSpellRandomly(event, delay, calls, creature)
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creature:CastSpell(creature, SPELL_TO_CAST, true)
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creature:RegisterEvent(InvisibleBunny.CastSpellRandomly, math.random(5000, 12000), 0)
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end
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RegisterCreatureEvent(INVISIBLE_BUNNY_ENTRY, 5, InvisibleBunny.OnSpawn)
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@@ -1,6 +1,6 @@
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local UNDEAD_BUNNY_ENTRY = 400100
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local SPELL_TO_CAST = 10000
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local CAST_DELAY = 90000 -- 90 seconds in milliseconds
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local SPELL_TO_CAST = 364736
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local CAST_DELAY = 120000
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local UndeadBunny = {}
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@@ -12,4 +12,4 @@ function UndeadBunny.CastSpellAfterDelay(event, delay, calls, creature)
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creature:CastSpell(creature, SPELL_TO_CAST, true)
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end
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RegisterCreatureEvent(UNDEAD_BUNNY_ENTRY, 5, UndeadBunny.OnSpawn)
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RegisterCreatureEvent(UNDEAD_BUNNY_ENTRY, 5, UndeadBunny.OnSpawn) -- 5 is the event for creature spawn
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