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https://github.com/araxiaonline/RandomScriptsforAzerothCore.git
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CrossroadsVillagerQuestV2.lua
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188
CrossroadsVillagerQuestV2.lua
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local NPC_IDS = {400104}
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local ITEM_ID = 60124
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local mainHandItems = {6905, 10756, 11087}
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local destinations = {
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{x = -482, y = -2710, z = 94.303, o = 4.2},
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{x = -353, y = -2681, z = 95.88, o = 0.0929},
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{x = -579, y = -2650, z = 95.633, o = 3.12},
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{x = -348, y = -2507, z = 95.563, o = 1.49},
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}
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local messages = {
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"For the Horde!",
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"No mercy for our enemies!",
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"Let's show these Scourge dogs what it means to mess with the Horde!",
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}
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local function OnGossipHello(event, player, creature)
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if player:HasItem(ITEM_ID) then
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player:GossipClearMenu()
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player:GossipMenuAddItem(8, "|TInterface\\icons\\inv_sword_39:40:40:-35|t|cff610B0BGive Weapon|r", 1, 0)
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player:GossipMenuAddItem(9, "2-Handed Axe", 1, 1001)
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player:GossipMenuAddItem(9, "2-Handed Mace", 1, 1002)
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player:GossipMenuAddItem(9, "2-Handed Sword", 1, 1003)
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if creature:GetData("equipmentSet") then
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player:GossipMenuAddItem(8, "|TInterface\\icons\\ability_hunter_markedfordeath:40:40:-35|t|cffC41F3BSend to Location|r", 2, 0)
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player:GossipMenuAddItem(0, "Reinforce the East Entrance!", 2, 2001)
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player:GossipMenuAddItem(0, "Reinforce the North Entrance!", 2, 2002)
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player:GossipMenuAddItem(0, "Reinforce the South Entrance!", 2, 2003)
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player:GossipMenuAddItem(0, "Reinforce the West Entrance!", 2, 2004)
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player:GossipMenuAddItem(2, "|t|cff0101DFFollow me into battle!|r", 2, 2005)
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end
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player:GossipSendMenu(1, creature)
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else
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player:SendBroadcastMessage("You need Horde Armaments!")
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end
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end
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--Define your abilities here
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local function CastCleave(eventId, delay, calls, creature)
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if creature:IsInCombat() then
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creature:CastSpell(creature:GetVictim(), 845, true)
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end
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end
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local function CastHeroicStrike(eventId, delay, calls, creature)
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if creature:IsInCombat() then
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creature:CastSpell(creature:GetVictim(), 78, true)
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end
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end
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local function CastThunderClap(eventId, delay, calls, creature)
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if creature:IsInCombat() then
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creature:CastSpell(creature:GetVictim(), 8078, true)
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end
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end
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local function CastEnrage(eventId, delay, calls, creature)
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if creature:IsInCombat() then
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creature:CastSpell(creature:GetVictim(), 3547, true)
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end
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end
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local function CastRend(eventId, delay, calls, creature)
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if creature:IsInCombat() then
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creature:CastSpell(creature:GetVictim(), 8548, true)
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end
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end
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local function CastCharge(eventId, delay, calls, creature)
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if creature:IsInCombat() then
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creature:CastSpell(creature:GetVictim(), 24193, true)
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end
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end
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local function RegisterAbilities(creature, weaponType)
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if creature:GetData("abilitiesRegistered") then
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return
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end
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creature:SetData("abilitiesRegistered", true)
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if weaponType == 1 then -- 2-Handed Axe Abilities
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creature:RegisterEvent(CastCleave, math.random(8000, 12000), 0)
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creature:RegisterEvent(CastHeroicStrike, math.random(5000, 9000), 0)
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elseif weaponType == 2 then -- 2-Handed Mace Abilities
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creature:RegisterEvent(CastThunderClap, math.random(9000, 14000), 0)
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creature:RegisterEvent(CastEnrage, math.random(15000, 19000), 0)
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elseif weaponType == 3 then -- 2-Handed Sword Abilities
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creature:RegisterEvent(CastRend, math.random(11000, 15000), 0)
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creature:RegisterEvent(CastCharge, 100, 1)
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end
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end
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local function CheckIfReachedDestination(eventId, delay, calls, creature)
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local x, y, z = creature:GetHomePosition()
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local currentPositionX, currentPositionY, currentPositionZ = creature:GetPosition()
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if math.floor(currentPositionX) == math.floor(x) and math.floor(currentPositionY) == math.floor(y) and math.floor(currentPositionZ) == math.floor(z) then
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creature:SetData("hasReachedDestination", true)
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creature:EmoteState(375)
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creature:RemoveEventById(eventId)
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end
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end
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local function OnEnterCombat(event, creature, target)
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local weaponType = creature:GetData("weaponType")
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if weaponType and not creature:GetData("abilitiesRegistered") then
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RegisterAbilities(creature, weaponType)
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end
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end
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local function OnLeaveCombat(event, creature)
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creature:RemoveEvents()
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-- creature:EmoteState(375)
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creature:SetData("abilitiesRegistered", false)
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end
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local function DespawnCreature(eventId, delay, calls, creature)
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creature:DespawnOrUnsummon()
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end
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local function OnGossipSelect(event, player, creature, sender, intid, code)
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if intid == 0 then
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OnGossipHello(event, player, creature)
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elseif intid >= 1001 and intid <= 1003 then
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local index = intid - 1000
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local selectedMainHand = mainHandItems[index]
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creature:SetEquipmentSlots(selectedMainHand, 0, 0)
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creature:SetData("weaponType", index)
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creature:SetData("equipmentSet", true)
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creature:PerformEmote(66)
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RegisterAbilities(creature, index) -- Add this line to register abilities
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OnGossipHello(event, player, creature)
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end
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if intid >= 2001 and intid <= 2004 then
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local index = intid - 2000
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local destination = destinations[index]
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local finalX = destination.x + math.random(-10, 10)
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local finalY = destination.y + math.random(-10, 10)
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local finalZ = destination.z
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local finalO = destination.o
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creature:MoveTo(0, finalX, finalY, finalZ, true)
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local battlecryIndex = math.random(1, #messages)
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creature:SendUnitYell(messages[battlecryIndex], 0)
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creature:EmoteState(375)
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creature:SetHomePosition(finalX, finalY, finalZ, finalO)
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creature:SetNPCFlags(0)
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player:RemoveItem(ITEM_ID, 1)
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player:KilledMonsterCredit(creature:GetEntry())
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player:GossipComplete()
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creature:RegisterEvent(DespawnCreature, 180000)
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creature:SetData("hasReachedDestination", false)
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creature:RegisterEvent(CheckIfReachedDestination, 1000, 0)
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end
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if intid == 2005 then
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local randomAngle = math.random() * 2 * math.pi
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creature:MoveFollow(player, 5, randomAngle)
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local battlecryIndex = math.random(1, #messages)
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creature:SendUnitYell(messages[battlecryIndex], 0)
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player:KilledMonsterCredit(400104)
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creature:SetNPCFlags(0)
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player:RemoveItem(ITEM_ID, 1)
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player:GossipComplete()
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creature:RegisterEvent(DespawnCreature, 180000)
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end
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end
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local function OnCreatureDied(event, creature, killer)
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creature:SetEquipmentSlots(0, 0, 0)
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creature:SetData("equipmentSet", false)
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creature:RemoveEvents()
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end
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for _, npcId in ipairs(NPC_IDS) do
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RegisterCreatureGossipEvent(npcId, 1, OnGossipHello)
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RegisterCreatureGossipEvent(npcId, 2, OnGossipSelect)
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RegisterCreatureEvent(npcId, 1, OnEnterCombat)
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RegisterCreatureEvent(npcId, 2, OnLeaveCombat)
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RegisterCreatureEvent(npcId, 4, OnCreatureDied)
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end
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@@ -1,13 +1,54 @@
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local GAME_EVENT_ID = 17 -- Set the game event ID
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local npcIds = {344, 12480, 1284, 400064, 234} -- Add your NPC entries here
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local npcIds = {344, 12480, 1284, 400064, 234, 3429} -- Add your NPC entries here
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local BROADCAST_MESSAGE = "The Scourge are attacking the people of Azeroth. Quickly adventurers, prepare yourselves!"
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local SOUND_ID = 13363
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local excludedZones = {44} -- Replace these with the zone IDs where you don't want the sound to play
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local YELL_MESSAGES = {
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"The Scourge have come!",
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"Beware, the Scourge approaches!",
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"Defend our home, the Scourge is upon us!",
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"To arms, the Scourge is here!",
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"All fighters ready the assault against the Scourge.",
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"The Scourge invasion has begun!",
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"The Lich Kings minions have come! Rally against the Scourge!",
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"The Scourge dares to attack us!",
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"Show the Scourge the might of the people of Azeroth!"
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}
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local function YellRandomMessage(npc)
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local messageIndex = math.random(1, #YELL_MESSAGES)
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npc:SendUnitYell(YELL_MESSAGES[messageIndex], 0)
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end
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local function valueExists(tbl, value)
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for _, v in ipairs(tbl) do
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if v == value then
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return true
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end
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end
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return false
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end
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local function DespawnAndRespawnNpcs(event, gameEventId)
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if gameEventId == GAME_EVENT_ID then
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local players = GetPlayersInWorld() -- Get all players in the world
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if event == 34 then -- Game Event Start
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SendWorldMessage(BROADCAST_MESSAGE, 2) -- Broadcast the message with chat type 2 (SYSTEM)
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for _, player in ipairs(players) do
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local playerZoneId = player:GetZoneId()
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if not valueExists(excludedZones, playerZoneId) then
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player:PlayDirectSound(SOUND_ID) -- Play the sound for each player
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end
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end
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end
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for _, player in ipairs(players) do
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for _, npcId in ipairs(npcIds) do
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local npcs = player:GetCreaturesInRange(1000, npcId) -- Get creatures within a radius of 1000 units from the player
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for _, npc in ipairs(npcs) do
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if event == 34 then -- Game Event Start
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YellRandomMessage(npc)
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end
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npc:DespawnOrUnsummon()
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npc:Respawn()
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end
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