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H> Regarding Cluckers Event


Sallycantdance

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is there any option that the player that are not in max level cant lose their base experience in dying while playing this event?

 

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//===== rAthena Script =======================================
//= Cluck! Cluck! Boom!
//===== By: ==================================================
//= Keale
//===== Current Version: =====================================
//= 1.2a
//===== Compatible With: =====================================
//= rAthena Project
//===== 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'.
//= 1.3 Switched 'unitskilluseid' to 'unitkill'.
//============================================================

//turbo_room,129,78,3    script    Cluckers    800,{
maintown,128,14,3    script    Cluckers    800,{

    set .@GMAccess,80;    // GM level required to access NPC

    if (.startcluck) {
        specialeffect2 EF_HIT3;
        switch(rand(15)) {
            case 0: npctalk "Cluckers : CLUUUUUUCK!!!"; unitkill getcharid(3); skilleffect "NPC_SELFDESTRUCTION",1; emotion ET_HUK; break;
            case 1: npctalk "Cluckers : Cluuuuuck!~"; break;
            case 2: unitkill getcharid(3); skilleffect "NPC_SELFDESTRUCTION",1; break;
            case 3: sc_start SC_Freeze,10000,0; break;
            case 4: npctalk "Cluckers : CLUUUUUUUUUCK!!!"; unitkill getcharid(3); skilleffect "NPC_SELFDESTRUCTION",1; emotion ET_HUK; break;
            case 5: sc_start SC_Sleep,10000,0; break;
            case 6: sc_start SC_Stone,10000,0; emotion ET_KIK; break;
            case 7: npctalk "Cluckers : CLUUUUUUCK!!!"; unitkill getcharid(3); skilleffect "NPC_SELFDESTRUCTION",1; emotion ET_HUK; break;
            case 8: npctalk "Cluckers : Cluck! CLUUUCK!!"; unitkill getcharid(3); skilleffect "NPC_SELFDESTRUCTION",1; emotion ET_HUK; break;
            case 9: sc_start SC_Stun,10000,0; break;
            case 10: sc_start SC_Sleep,10000,0; emotion ET_KIK; break;
            case 11: npctalk "Cluckers : Cluck! Cluck!"; break;
            case 12: sc_start SC_Stun,10000,0; break;
            case 13: unitkill getcharid(3); skilleffect "NPC_SELFDESTRUCTION",1; break;
            default:
                if (rand(50) < 4) {
                    npctalk "Cluckers : WOOF!...........";
                    specialeffect2 EF_SPHERE;
                    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 "Cluckers : Cluck! CLUUUCK!!";
                    unitkill getcharid(3); skilleffect "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 ET_OK;
                close2;
                announce "[Cluck! Cluck! Boom!] is about to start in New Generation Hub!",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 ET_OK;
                next;
                break;
            case 4:
                mes "[Cluckers]";
                mes "Cluck cluck cluck...";
                close;
        }
    }
    mes "Cluck cluck! Cluuuuuck?";
    mes "Cluck....";
    close;
OnClock0300:
OnClock1500:
    set .ResetCounter,.ResetCounter+1;
    set .EventON,1;
    set .Timer,1;
    set .Wait,1;
    announce "The Clucker Event will begin in 30 Seconds.",bc_all | bc_blue;
    announce "The Event is being held in Payon Town.",bc_all | bc_blue;
    setnpctimer 0;
    initnpctimer;
    end;
OnTimer10000:
    announce "Please hurry you can find me in New Generation Hub Lower right if you want to play with the crazy chicken!",bc_blue;
    end;
OnTimer20000:
    announce "Cluckers has eaten my HE Bubble Gum! 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 $cluck_item_id,12412;
    if (!$cluck_item_amount) set $cluck_item_amount,2;
    set .startcluck,1;
    end;
}

 

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you can use a mapflag if it's in town or an event map.

*nopenalty
*noexppenalty
*nozenypenalty

Disables the loss of experience and Zeny upon death on a map.
'nopenalty' is the same as 'noexppenalty' and 'nozenypenalty' combined.

Notes:
'noexppenalty' also affects pets, and skills PR_REDEMPTIO and LG_INSPIRATION will not deduct EXP.
'nozenypenalty' only applies if 'zeny_penalty' is enabled in '/conf/battle/exp.conf'.

 

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41 minutes ago, Haruka Mayumi said:

you can use a mapflag if it's in town or an event map.

*nopenalty
*noexppenalty
*nozenypenalty

Disables the loss of experience and Zeny upon death on a map.
'nopenalty' is the same as 'noexppenalty' and 'nozenypenalty' combined.

Notes:
'noexppenalty' also affects pets, and skills PR_REDEMPTIO and LG_INSPIRATION will not deduct EXP.
'nozenypenalty' only applies if 'zeny_penalty' is enabled in '/conf/battle/exp.conf'.

 

thank you so much

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