--[[ Script Name : SpawnScripts/Caves/acuriousrock.lua Script Author : Dorbin Script Date : 2022.10.13 07:10:20 Script Purpose : : --]] function spawn(NPC) end function casted_on(NPC, Spawn, Message) if Message == "smash" then SetAccessToEntityCommand(Spawn,NPC,"smash", 0) SpawnSet(NPC, "show_command_icon", 0) SpawnSet(NPC, "display_hand_icon", 0) if IsStealthed(Spawn) then -- RemoveStealth(NPC,Spawn) end if IsInvis(Spawn) then -- RemoveInvis(NPC,Spawn) end PlayFlavor(Spawn,"","","kick",0,0) SpawnSet(NPC,"visual_state",4164) local choice = MakeRandomInt(1,100) if choice <= 33 then SendMessage(Spawn,"You've found something inside the rock!") local LootChoice = MakeRandomInt(1,17) if LootChoice == 1 then SummonItem(Spawn,1619,1) --a dull mineral cluster elseif LootChoice == 2 then SummonItem(Spawn,164540,1) --miner's ring elseif LootChoice == 3 then SummonItem(Spawn,5489,1) -- copper cluster elseif LootChoice == 4 then SummonItem(Spawn,4689,1) -- bronze cluster elseif LootChoice == 5 then SummonItem(Spawn,138927,1) --circlet of hardened sand elseif LootChoice == 6 then SummonItem(Spawn,11703,3) --rough malachite elseif LootChoice == 7 then SummonItem(Spawn,13585,1) --sundered obsidian elseif LootChoice == 8 then SummonItem(Spawn,14463,3) -- tin cluster elseif LootChoice == 9 then SummonItem(Spawn,14463,3) -- tin clusterx2 elseif LootChoice == 10 then SummonItem(Spawn,11703,3) --rough malachitex2 elseif LootChoice == 11 then SummonItem(Spawn,13585,1) --sundered obsidianx2 elseif LootChoice == 12 then SummonItem(Spawn,14463,3) -- tin clusterx2 elseif LootChoice == 13 then SummonItem(Spawn,164540,1) --miner's ringx2 elseif LootChoice == 14 then SummonItem(Spawn,164540,1) --miner's ringx3 end else SendMessage(Spawn,"The rock crumbles into fragments, but there is nothing inside.") end AddTimer(NPC,500,"Collapse") AddTimer(NPC,2000,"Despawning") end end function Collapse(NPC) SpawnSet(NPC,"model_type",2501) PlaySound(NPC,"sounds/widgets/chests/chest_smash001.wav", GetX(NPC), GetY(NPC), GetZ(NPC)) end function Despawning(NPC,Spawn) SpawnSet(NPC,"visual_state",0) Despawn(NPC) end function respawn(NPC) spawn(NPC) end