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//===== 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,156,219,4 script Cluckers 4_NFCOCK,{
set .@GMAccess,80; // GM level required to access NPC
if (.startcluck) {
specialeffect2 2;
switch(rand(15)) {
case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 1: npctalk "Cluuuuuck!~"; break;
case 2: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
case 3: sc_start SC_FREEZE,10000,0; break;
case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 5: sc_start SC_SLEEP,10000,0; break;
case 6: sc_start SC_STONE,10000,0; emotion 29; break;
case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break;
case 9: sc_start SC_STUN,10000,0; break;
case 10: sc_start SC_SLEEP,10000,0; emotion 29; break;
case 11: npctalk "Cluck! Cluck!"; break;
case 12: sc_start SC_STUN,10000,0; break;
case 13: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break;
default:
if (rand(50) < 4) {
npctalk "WOOF!...........";
specialeffect2 72;
announce "[Cluck! Cluck! Boom!] " + strcharinfo(0) + " squeezed out the prize! Well done!",0;
getitem $cluck_item_id,$cluck_item_amount;
set .startcluck,0;
} else {
npctalk "Cluck! CLUUUCK!!";
unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1;
}
break;
}
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(1) 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 input the ID.~^000000";
input $cluck_item_id;
next;
mes "[Cluckers]";
mes "Cluck? cluuuck? ^FF0000~How many if this item should I give away?~^000000";
input $cluck_item_amount;
next;
mes "[Cluckers]";
mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ $cluck_item_amount +" "+ getitemname($cluck_item_id) +"^000000? ^FF0000Great.~^000000";
emotion 33;
next;
break;
case 4:
mes "[Cluckers]";
mes "Cluck cluck cluck...";
close;
}
}
mes "Cluck cluck! Cluuuuuck?";
mes "Cluck....";
close;
OnTimer10000:
announce "Please hurry behind the fountain if you want to play with the crazy chicken!",bc_blue;
end;
OnTimer20000:
announce "Cluckers has eaten one of my items! I'm too scared to retrieve it!",bc_blue;
end;
OnTimer30000:
announce "Click the insane chicken and try squeeze out the item, if you're lucky you'll win! Are you ready?",bc_blue;
end;
OnTimer40000:
announce "GO! Click the chicken to get the prize!",bc_blue;
stopnpctimer;
if (!$cluck_item_id) set $cluck_item_id,512;
if (!$cluck_item_amount) set $cluck_item_amount,1;
set .startcluck,1;
end;
}
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