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 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(27, OnPlayerMapChange) RegisterServerEvent(34, SetNpcsEmoteState) RegisterServerEvent(35, ResetNpcsEmoteState)