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This commit is contained in:
Dinkledork
2023-03-17 09:25:31 -06:00
committed by GitHub
parent b0a3c479e8
commit 6f443cf36c
13 changed files with 505 additions and 45 deletions

View File

@@ -18,7 +18,7 @@ creature:RemoveEvents()
end
function BlisteringZombie.OnDeath(event, creature, killer)
creature:DespawnOrUnsummon(5000)
creature:DespawnOrUnsummon(10000)
creature:RemoveEvents()
end

14
Dumbassery.lua Normal file
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@@ -0,0 +1,14 @@
--I was being dumb. Don't ask.
local CREATURE_ID = 1069
local ITEM_ID = 65006
local ITEM_COUNT = 1
local REQUIRED_QUEST_ID = 30015
local function OnCreatureKill(event, player, creature)
if creature:GetEntry() == CREATURE_ID and player:HasQuest(REQUIRED_QUEST_ID) then
player:AddItem(ITEM_ID, ITEM_COUNT)
end
end
RegisterPlayerEvent(7, OnCreatureKill)

View File

@@ -2,14 +2,16 @@ local NPC_ENTRY1 = 400080
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -55,16 +57,19 @@ RegisterCreatureEvent(NPC_ENTRY1, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY2 = 400082
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -109,21 +114,23 @@ RegisterCreatureEvent(NPC_ENTRY2, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY3 = 400083
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
local function OnGossipSelect(event, player, creature, sender, intid, code)
if (intid == 1) then
creature:MoveWaypoint()
@@ -163,16 +170,19 @@ RegisterCreatureEvent(NPC_ENTRY3, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY4 = 400084
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -217,16 +227,19 @@ RegisterCreatureEvent(NPC_ENTRY4, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY5 = 400085
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -271,16 +284,19 @@ RegisterCreatureEvent(NPC_ENTRY5, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY6 = 400086
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -325,16 +341,19 @@ RegisterCreatureEvent(NPC_ENTRY6, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY7 = 400087
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -379,16 +398,19 @@ RegisterCreatureEvent(NPC_ENTRY7, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY8 = 400088
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -433,16 +455,19 @@ RegisterCreatureEvent(NPC_ENTRY8, 3, OnDeath)
------------------------------------------------------------------------------------
local NPC_ENTRY9 = 400089
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -485,12 +510,19 @@ RegisterCreatureEvent(NPC_ENTRY9, 5, OnSpawn)
RegisterCreatureEvent(NPC_ENTRY9, 3, OnDeath)
local NPC_ENTRY10 = 849
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -520,16 +552,19 @@ RegisterCreatureGossipEvent(NPC_ENTRY10, 2, OnGossipSelect)
local NPC_ENTRY11 = 848
local REQUIRED_QUEST_ID = 30011
local function OnGossipHello(event, player, creature)
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if not player:HasQuest(REQUIRED_QUEST_ID) then
if player:HasQuestFailed(REQUIRED_QUEST_ID) then
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
@@ -557,3 +592,73 @@ end
RegisterCreatureGossipEvent(NPC_ENTRY11, 1, OnGossipHello)
RegisterCreatureGossipEvent(NPC_ENTRY11, 2, OnGossipSelect)
------------------
local NPC_ENTRY11 = 381
local REQUIRED_QUEST_ID = 30011
local GAME_EVENT_ID = 17
local function ShowGossipMenu(player, creature)
player:GossipMenuAddItem(0, "The scourge are coming! Please head to the inn!", 0, 1)
player:GossipSendMenu(1, creature)
end
local function OnGossipHello(event, player, creature)
if IsGameEventActive(GAME_EVENT_ID) then
if not player:HasQuest(REQUIRED_QUEST_ID) then
local questStatus = player:GetQuestStatus(REQUIRED_QUEST_ID)
if questStatus == 4 then
player:SendBroadcastMessage("Your time ran out, and you have failed this quest...")
else
player:SendBroadcastMessage("You must be on a certain quest to interact with this person.")
end
return
end
ShowGossipMenu(player, creature)
end
end
local function OnGossipSelect(event, player, creature, sender, intid, code)
if (intid == 1) then
player:GossipComplete()
player:KilledMonsterCredit(NPC_ENTRY1)
local random = math.random(0, 4)
if random == 0 then
creature:SendUnitSay("Mommmmy!!!!", 0)
elseif random == 1 then
creature:SendUnitSay("But I wanted to go play with Sally...", 0)
elseif random == 2 then
creature:SendUnitSay("Really? Stay indoors? How boring...", 0)
elseif random == 3 then
creature:SendUnitSay("Darn those yucky Scourge...", 0)
else
creature:SendUnitSay("Awww, no fun!", 0)
end
creature:DespawnOrUnsummon(1000) -- Despawn after 1 second (1000 milliseconds)
end
end
local function OnGameEventStart(event, gameEventId)
if gameEventId == GAME_EVENT_ID then
local creatures = GetWorld():GetCreaturesByEntry(NPC_ENTRY11)
for _, creature in ipairs(creatures) do
creature:SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP)
end
end
end
local function OnGameEventStop(event, gameEventId)
if gameEventId == GAME_EVENT_ID then
local creatures = GetWorld():GetCreaturesByEntry(NPC_ENTRY11)
for _, creature in ipairs(creatures) do
creature:RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP)
end
end
end
RegisterCreatureGossipEvent(NPC_ENTRY11, 1, OnGossipHello)
RegisterCreatureGossipEvent(NPC_ENTRY11, 2, OnGossipSelect)
RegisterServerEvent(34, OnGameEventStart)
RegisterServerEvent(35, OnGameEventStop)

View File

@@ -4,13 +4,15 @@ local CREATURE_ID = 400096
-- Quest and sound IDs for the quests that should trigger the sounds
local QUEST_ACCEPT = {
[30015] = 20439,
[30016] = 20441
[30016] = 20441,
[30017] = 20443
}
local QUEST_COMPLETE = {
[30014] = 20438,
[30015] = 20440,
[30016] = 20442
[30016] = 20442,
[30017] = 20444
}
-- Register the event for quest accept

View File

@@ -6,7 +6,7 @@
--XP = (Char Level * 5) + 580, where Char Level = Mob Level, for mobs in Northrend
--XP = (Char Level * 5) + 1878, where Char Level = Mob Level, for mobs in Cataclysm
local ENABLED = true --change to true or false depending on whether or not you want the script enabled.
local ENABLED = false --change to true or false depending on whether or not you want the script enabled.
local XP_MODIFIER = 0.05 --change me to be whatever you want
local BASE_XP = 15

65
RandomScourgeAttack.lua Normal file
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@@ -0,0 +1,65 @@
local GAME_EVENT_ID = 17 -- Set the game event ID
local MAX_NPC_SPAWN = 3 -- Set the maximum number of NPCs to spawn simultaneously. Extremely high numbers will hurt performance
local ATTACK_CHANCE = 15 -- Set the likelihood of an attack here, in percent
local DAZE_SPELL_ID = 100201 -- Set the spell ID for daze
local creatureEntries = {
16423,
16422,
400011
} -- Add NPC entries above (CHANGE THESE OR IT WON'T WORK! I'M USING CUSTOM IDs)
local npcdialogue = {
"Grrrr...",
"Rrrrr...",
"Grraaargh...",
"Raaargh...",
"Hssss..."
} -- Add dialogue above
local function IsGameEventActive(eventId)
local activeEvents = GetActiveGameEvents()
for _, event in ipairs(activeEvents) do
if event == eventId then
return true
end
end
return false
end
local function SpawnAttacker(event, player)
if IsGameEventActive(GAME_EVENT_ID) then
local chance = math.random(100)
if chance <= ATTACK_CHANCE then
local mapId = player:GetMapId()
local x, y, z, o = player:GetLocation()
local level = player:GetLevel()
local health = player:GetHealth() * 1.65
local npcCount = math.random(1, MAX_NPC_SPAWN)
-- Check if the player is mounted and not flying
if player:IsMounted() and not player:IsFlying() then
player:Dismount()
player:CastSpell(player, DAZE_SPELL_ID, true)
player:SendBroadcastMessage("You have been knocked off your mount!")
end
for i = 1, npcCount do
local selectedCreature = creatureEntries[math.random(#creatureEntries)]
local randomX = x + math.random(-18, 18)
local randomY = y + math.random(-18, 18)
local spawnedCreature = player:SpawnCreature(selectedCreature, randomX, randomY, z, o, 7, 130000)
spawnedCreature:SetLevel(level)
spawnedCreature:SetMaxHealth(health)
spawnedCreature:SetHealth(health)
spawnedCreature:AttackStart(player)
local selectedDialogue = npcdialogue[math.random(#npcdialogue)]
spawnedCreature:SendUnitYell(selectedDialogue, 0)
end
end
end
end
RegisterPlayerEvent(27, SpawnAttacker)

61
RedridgeEmote.lua Normal file
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@@ -0,0 +1,61 @@
local GAME_EVENT_ID = 17 -- Set the game event ID
local npcIds = {777, 790, 415, 956, 3356, 341, 793, 343, 342, 812, 1671, 10037, 859, 382, 1070, 931, 932, 903, 935, 68, 12480, 12481} -- Add your NPC entries here
local secondNpcIds = {3088} -- Add your second set of NPC entries here
local EMOTE_ID = 333 -- Set the emote ID
local SECOND_EMOTE_ID = 214 -- Set the second emote ID
local function IsGameEventActive(eventId)
local activeEvents = GetActiveGameEvents()
for _, event in ipairs(activeEvents) do
if event == eventId then
return true
end
end
return false
end
local function ApplyEmoteToNpcs(players, npcIds, emoteId)
for _, player in ipairs(players) do
for _, npcId in ipairs(npcIds) do
local npcs = player:GetCreaturesInRange(1000, npcId) -- Get creatures within a radius of 1000 units
for _, npc in ipairs(npcs) do
npc:EmoteState(emoteId)
end
end
end
end
local function SetNpcsEmoteState(event, gameEventId)
if gameEventId == GAME_EVENT_ID then
local players = GetPlayersInWorld() -- Get all players in the world
ApplyEmoteToNpcs(players, npcIds, EMOTE_ID)
ApplyEmoteToNpcs(players, secondNpcIds, SECOND_EMOTE_ID)
end
end
local function ResetNpcsEmoteState(event, gameEventId)
if gameEventId == GAME_EVENT_ID then
local players = GetPlayersInWorld() -- Get all players in the world
ApplyEmoteToNpcs(players, npcIds, 0) -- Reset emote state for the first set of NPCs
ApplyEmoteToNpcs(players, secondNpcIds, 0) -- Reset emote state for the second set of NPCs
end
end
local PLAYER_EVENT_ON_MAP_CHANGE = 27
local function OnPlayerMapChange(event, player, newMap, newZone)
if IsGameEventActive(GAME_EVENT_ID) then
ApplyEmoteToNpcs({player}, npcIds, EMOTE_ID)
ApplyEmoteToNpcs({player}, secondNpcIds, SECOND_EMOTE_ID)
end
end
RegisterPlayerEvent(PLAYER_EVENT_ON_MAP_CHANGE, OnPlayerMapChange)
-- The rest of the script remains the same
RegisterServerEvent(34, SetNpcsEmoteState)
RegisterServerEvent(35, ResetNpcsEmoteState)

74
RedridgeRetreat.lua Normal file
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@@ -0,0 +1,74 @@
local GAME_EVENT_ID = 17 -- Set the game event ID
local npcIds = {3085, 841, 348, 8965, 1678, 8962, 8963, 5608, 5607, 847, 791, 381, 3361, 789, 5620, 3089, 9982, 6727, 6166, 379, 346, 1680} -- Add your NPC entries here
local targetLocations = {
{x = -9195.19, y = -2157.19, z = 57.186},
{x = -9201.69, y = -2147.54, z = 71.211},
{x = -9231.74, y = -2148.622, z = 71.211}
} -- Set the target locations
local function IsGameEventActive(eventId)
local activeEvents = GetActiveGameEvents()
for _, event in ipairs(activeEvents) do
if event == eventId then
return true
end
end
return false
end
local function MoveNpcsToLocation(event, gameEventId)
if gameEventId == GAME_EVENT_ID then
local players = GetPlayersInWorld() -- Get all players in the world
for _, player in ipairs(players) do
for _, npcId in ipairs(npcIds) do
local npcs = player:GetCreaturesInRange(1000, npcId) -- Get creatures within a radius of 1000 units from the player
for _, npc in ipairs(npcs) do
local targetLocation = targetLocations[math.random(#targetLocations)] -- Choose a random target location
local randomX = targetLocation.x + math.random(-2, 2)
local randomY = targetLocation.y + math.random(-2, 2)
npc:MoveTo(0, randomX, randomY, targetLocation.z, true)
end
end
end
end
end
local function DespawnNpcs(event, gameEventId)
if gameEventId == GAME_EVENT_ID then
local players = GetPlayersInWorld() -- Get all players in the world
for _, player in ipairs(players) do
for _, npcId in ipairs(npcIds) do
local npcs = player:GetCreaturesInRange(1000, npcId) -- Get creatures within a radius of 1000 units from the player
for _, npc in ipairs(npcs) do
npc:DespawnOrUnsummon()
npc:Respawn()
npc:MoveWaypoint()
end
end
end
end
end
local PLAYER_EVENT_ON_MAP_CHANGE = 27
local function MoveNpcsToLocationForPlayer(player)
for _, npcId in ipairs(npcIds) do
local npcs = player:GetCreaturesInRange(1000, npcId) -- Get creatures within a radius of 1000 units from the player
for _, npc in ipairs(npcs) do
local targetLocation = targetLocations[math.random(#targetLocations)] -- Choose a random target location
local randomX = targetLocation.x + math.random(-2, 2)
local randomY = targetLocation.y + math.random(-2, 2)
npc:MoveTo(0, randomX, randomY, targetLocation.z, true)
end
end
end
local function OnPlayerMapChange(event, player, newMap, newZone)
if IsGameEventActive(GAME_EVENT_ID) then
MoveNpcsToLocationForPlayer(player)
end
end
RegisterPlayerEvent(PLAYER_EVENT_ON_MAP_CHANGE, OnPlayerMapChange)
RegisterServerEvent(34, MoveNpcsToLocation)
RegisterServerEvent(35, DespawnNpcs)

59
Riddle.lua Normal file
View File

@@ -0,0 +1,59 @@
local QUEST_ID = 30017
local GOSSIP_ITEM_REQUEST = "Lorekeeper Talandria sent me, she needs the Crusader's Tome to cleanse the skull of an undead warlord."
local GOSSIP_ITEM_RIDDLE = "Alive without breath, as cold as death. Endlessly roaming, the skies I'm combing. What am I?"
local GOSSIP_ITEM_ANSWER1 = "Is it a Death Knight?"
local GOSSIP_ITEM_ANSWER2 = "Is it a Frost Wyrm?"
local GOSSIP_ITEM_ANSWER3 = "Is it a Banshee?"
local NPC_ID = 400098
local ITEM_ID = 65007
local SPELL_ID = 29522
local function OnGossipSelect(event, player, creature, sender, intid, code)
if (intid == 1) then
player:GossipClearMenu()
player:GossipMenuAddItem(0, GOSSIP_ITEM_RIDDLE, 1, 2)
player:GossipSendMenu(1, creature)
creature:SendUnitSay("She did, did she? Very well then. Answer me this riddle correctly and I will give you the tome.", 0)
creature:PlayDistanceSound(20445)
elseif (intid == 2) then
player:GossipClearMenu()
player:GossipMenuAddItem(0, GOSSIP_ITEM_ANSWER1, 1, 3)
player:GossipMenuAddItem(0, GOSSIP_ITEM_ANSWER2, 1, 4)
player:GossipMenuAddItem(0, GOSSIP_ITEM_ANSWER3, 1, 5)
player:GossipSendMenu(1, creature)
elseif (intid == 3) then
creature:SetFaction(85)
creature:CastSpell(player, SPELL_ID, true)
creature:SendUnitYell("Incorrect!", 0)
creature:PlayDistanceSound(20447)
creature:DespawnOrUnsummon(5000)
player:GossipComplete()
elseif (intid == 4) then
player:AddItem(ITEM_ID, 1)
creature:SendUnitSay("You are correct! Here is your tome.", 0)
creature:PlayDistanceSound(20448)
creature:DespawnOrUnsummon(5000)
player:GossipComplete()
elseif (intid == 5) then
creature:SetFaction(85)
creature:CastSpell(player, SPELL_ID, true)
creature:SendUnitYell("Incorrect!", 0)
creature:PlayDistanceSound(20447)
creature:DespawnOrUnsummon(5000)
player:GossipComplete()
end
end
local function OnGossipHello(event, player, creature)
if player:HasQuest(QUEST_ID) then
player:GossipClearMenu()
player:GossipMenuAddItem(0, GOSSIP_ITEM_REQUEST, 1, 1)
player:GossipSendMenu(1, creature)
else
player:SendBroadcastMessage("This man seems to be unresponsive.")
end
end
RegisterCreatureGossipEvent(NPC_ID, 1, OnGossipHello)
RegisterCreatureGossipEvent(NPC_ID, 2, OnGossipSelect)

View File

@@ -3,49 +3,53 @@ local LOG_ITEM_ID = 60116
local BARRIERS_BUILT_QUEST_ID = 30012
function OnCreatureSpawn(event, creature)
creature:SetReactState(0)
creature:SetReactState(0)
end
function OnGossipHello(event, player, creature)
if player:IsMounted() then
player:SendBroadcastMessage("You must dismount first!")
return
end
if player:IsMounted() then
player:SendBroadcastMessage("You must dismount first!")
return
end
if not player:HasItem(1311) then
player:SendBroadcastMessage("You need the Wood Cutter Axe in order to chop down this tree.")
return
end
if not player:HasItem(1311) then
player:SendBroadcastMessage("You need the Wood Cutter Axe in order to chop down this tree!")
return
end
if not player:HasQuest(BARRIERS_BUILT_QUEST_ID) then
player:SendBroadcastMessage("You must have the 'Barriers Built' quest before you can chop down this tree.")
return
end
if not player:HasQuest(BARRIERS_BUILT_QUEST_ID) then
player:SendBroadcastMessage("You must have the 'Final Fortification' quest before you can chop down this tree!")
return
end
creature:SetReactState(0)
player:GossipMenuAddItem(8, "Cut down this tree", 1, GOSSIP_OPTION_CUT_TREE)
player:GossipSendMenu(8, creature)
if player:HasItem(LOG_ITEM_ID, 20) then
player:SendBroadcastMessage("You have the maximum amount of logs already!")
return
end
creature:SetReactState(0)
player:GossipMenuAddItem(8, "Cut down this tree", 1, GOSSIP_OPTION_CUT_TREE)
player:GossipSendMenu(8, creature)
end
function OnGossipSelect(event, player, creature, sender, intid)
if intid == GOSSIP_OPTION_CUT_TREE then
player:CastSpell(creature, 62990, false)
player:Kill(creature)
player:KilledMonsterCredit(400091)
player:GossipComplete()
end
if intid == GOSSIP_OPTION_CUT_TREE then
player:CastSpell(creature, 62990, false)
player:Kill(creature)
player:KilledMonsterCredit(400091)
player:GossipComplete()
end
end
function OnCreatureDeath(event, creature, killer)
creature:DespawnOrUnsummon(12000)
creature:RemoveEvents()
creature:DespawnOrUnsummon(12000)
creature:RemoveEvents()
-- Give the player 1-3 logs upon death
if killer ~= nil and killer:IsPlayer() then
local logs = math.random(1, 3)
killer:AddItem(LOG_ITEM_ID, logs)
end
-- Give the player 1-3 logs upon death
if killer ~= nil and killer:IsPlayer() then
local logs = math.random(1, 3)
killer:AddItem(LOG_ITEM_ID, logs)
end
end
RegisterCreatureEvent(400091, 5, OnCreatureSpawn)

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local CREATURE_EVENT_ON_QUEST_ACCEPT = 31
local QUEST_ID = 30018
local CREATURE_SPAWNER = 400096
local BUNNY_ENTRY = 400099
local UNDEAD_BUNNY_ENTRY = 400100
local UNDEAD_WARLORD = 400101
local SPAWN_TYPE = 3
local DESPAWN_TIMER = 600000 -- 10 minutes in milliseconds
local CAST_SPELL_ID = 37679
local function DespawnCreatures(spawner)
local spawnedCreatures = spawner:GetCreaturesInRange(100, {BUNNY_ENTRY, UNDEAD_BUNNY_ENTRY})
for _, spawnedCreature in ipairs(spawnedCreatures) do
spawnedCreature:DespawnOrUnsummon(100) -- Despawn with a 100 ms delay
end
end
local function OnQuestAccept(event, player, creature, quest)
if quest:GetId() == QUEST_ID then
creature:SetReactState(0) -- Set react state to passive
creature:CastSpell(creature, CAST_SPELL_ID, true) -- Cast the specified spell on self
local x, y, z = creature:GetLocation()
for i = 1, 5 do
local randomX = x + math.random(-5, 5)
local randomY = y + math.random(-5, 5)
creature:SpawnCreature(BUNNY_ENTRY, randomX, randomY, z, SPAWN_TYPE, DESPAWN_TIMER)
end
local undeadX = x + math.random(-5, 5)
local undeadY = y + math.random(-5, 5)
creature:SpawnCreature(UNDEAD_BUNNY_ENTRY, undeadX, undeadY, z, SPAWN_TYPE, DESPAWN_TIMER)
end
end
local function OnCreatureDeath(event, creature, killer)
if creature:GetEntry() == UNDEAD_WARLORD then
local spawner = creature:GetNearestCreature(100, CREATURE_SPAWNER)
if spawner then
DespawnCreatures(spawner)
spawner:SetReactState(1) -- Set react state back to aggressive
spawner:StopSpellCast(CAST_SPELL_ID)
end
end
end
RegisterCreatureEvent(CREATURE_SPAWNER, CREATURE_EVENT_ON_QUEST_ACCEPT, OnQuestAccept)
RegisterCreatureEvent(UNDEAD_WARLORD, 4, OnCreatureDeath) -- 4 is the event for creature death

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local INVISIBLE_BUNNY_ENTRY = 400099
local SPELL_TO_CAST = 10001
local InvisibleBunny = {}
function InvisibleBunny.OnSpawn(event, creature)
creature:RegisterEvent(InvisibleBunny.CastSpellRandomly, math.random(5000, 12000), 0)
end
function InvisibleBunny.CastSpellRandomly(event, delay, calls, creature)
creature:CastSpell(creature, SPELL_TO_CAST, true)
creature:RegisterEvent(InvisibleBunny.CastSpellRandomly, math.random(5000, 12000), 0)
end
RegisterCreatureEvent(INVISIBLE_BUNNY_ENTRY, 5, InvisibleBunny.OnSpawn)

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local UNDEAD_BUNNY_ENTRY = 400100
local SPELL_TO_CAST = 10000
local CAST_DELAY = 90000 -- 90 seconds in milliseconds
local UndeadBunny = {}
function UndeadBunny.OnSpawn(event, creature)
creature:RegisterEvent(UndeadBunny.CastSpellAfterDelay, CAST_DELAY, 1)
end
function UndeadBunny.CastSpellAfterDelay(event, delay, calls, creature)
creature:CastSpell(creature, SPELL_TO_CAST, true)
end
RegisterCreatureEvent(UNDEAD_BUNNY_ENTRY, 5, UndeadBunny.OnSpawn)