local config = {
[3608] = {text = {"Please no!", "Go find another rock.\nI'm not giving out today.", "Why me?", "Please.. stop.", "Haven't you beaten me enough?", "Leave me alone to grow.", "I'm only a little little rock!", "Ow! That was my left ovary!", "Ouch! My.. My right testicle! You monster!", "Please.. I just need some time..", "I'll give you your materials, just please..\nDon't hit me anymore.", "I gave you the materials already!\nWhat more do you want from me!?", "Your hammer is bigger then mine, Okay? Okay!?", "Please stop hitting my wife.\nI think she's starting to like it.", "Hit me again. I dare you.", "Enough already!", "What do I have to do..\nto make you leave?", "Your mother is a rock loving whore.", "Would you hit your mother like that?", "Puny human. Give me the hammer..\nI'll show you how to beat off properly."}},
[3609] = {break_chance = 50, loot_chance = 20, lower_tier = 3608, -- 100 = break every try | 1 = 1/100 chance to break
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
},
[3616] = {break_chance = 55, loot_chance = 18, lower_tier = 3609,
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
},
[3607] = {break_chance = 60, loot_chance = 16, lower_tier = 3616,
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
},
[1356] = {break_chance = 65, loot_chance = 14, lower_tier = 3607,
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
},
[1285] = {break_chance = 70, loot_chance = 12, lower_tier = 1356,
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
},
[3615] = {break_chance = 75, loot_chance = 10, lower_tier = 1285,
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
},
[1357] = {break_chance = 80, loot_chance = 8, lower_tier = 3615,
normal_loot_table = { -- 80%
[1] = {item_id = 2148, count = 1}, -- count = MAX amount person receives of the item
[2] = {item_id = 2148, count = 1} -- randomises 1 to count.
},
semi_rare_loot_table = { -- 15%
[1] = {item_id = 2152, count = 1},
[2] = {item_id = 2152, count = 1}
},
rare_loot_table = { -- 5%
[1] = {item_id = 2160, count = 1},
[2] = {item_id = 2160, count = 1}
}
}
}
function onUse(cid, item, fromPosition, itemEx, toPosition)
local object = config[itemEx.itemid]
if object then
if object.text then
local rand_text = math.random(#object.text)
doCreatureSay(cid, object.text[rand_text], TALKTYPE_ORANGE_1, nil, nil, toPosition)
doSendMagicEffect(toPosition, CONST_ME_POFF)
return true
end
-- random events
local rand_event = math.random(200)
if rand_event == 200 then
--print("Random Special Event executed!")
doSendMagicEffect(toPosition, 33)
return true
end
-- rock break
local rand_break = math.random(100)
if rand_break <= object.break_chance then
doTransformItem(itemEx.uid, object.lower_tier)
doSendMagicEffect(toPosition, CONST_ME_POFF)
end
local rand_reward = math.random(100)
if rand_reward > (object.loot_chance + 10) then
doSendMagicEffect(toPosition, CONST_ME_HITAREA)
return true
end
doSendMagicEffect(toPosition, CONST_ME_BLOCKHIT)
-- give loot
local multiple = 1
local rand_multiple = math.random(15)
if rand_multiple == 15 then
multiple = math.random(2, 3)
end
for i = 1, multiple do
local loot_table = object.normal_loot_table
local rand_loot = math.random(100)
if rand_loot < 6 then
loot_table = object.rare_loot_table
elseif rand_loot < 21 then
loot_table = object.semi_rare_loot_table
end
local rand_item = math.random(#loot_table)
rand_item = loot_table[rand_item]
if rand_item.count == 1 then
doPlayerAddItem(cid, rand_item.item_id, 1, true)
else
local new_count = math.random(rand_item.count)
doPlayerAddItem(cid, rand_item.item_id, new_count, true)
end
end
end
return true
end