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Por ambrozii0
Gostaria de fazer um pedido de um NPC de Task progressiva,
Ele iniciaria dando missões para level 8 para caçar Troll, Rotworm e Ghoul.
No level 30 liberaria: Cyclops, Dragon e Wyrm... e assim em diante se puder deixar comentado eu faço as criaturas na sequencia dos leveis seguintes.
O jogador pode fazer as tasks dos leveis anteriores mesmo que já tenha ultrapassado o level do próximo nível de task.
E o jogador ao terminar a missão poderia escolher a recompensa em gold ou experiência. As tasks podem se repetir sem problema, mas apenas pode pegar uma de cada vez.
Ao finalizar todas as tasks o jogador ganha uma montaria.
Minha versão de cliente é 12.91
Versão da Canary 2.6.1
Não sei qual o TFS do meu servidor.
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Por Codex NG
Sorry I don't speak spanish so you will have to bare with me.
This is a new way for people to create npc's which use different types of currency, rather than a coming up with different items to trade with the npc or trying to edit the npc modules this method simplifies everything by providing the npc with a npc currency id.
All this npc currency id is, is a storage value.. pretty simple eh?
If the npc doesn't have a currency id then it will use the normal currency e.g. gold, plat, cc etc..
I originally posted this on otland, but fuck them xD
Using Lailene here you can see she has a currency attribute with id of 123456
<?xml version="1.0" encoding="UTF-8"?> <npc name="Lailene" currency="123456" script="lailene.lua" walkinterval="2000" floorchange="0" speechbubble="2"> <health now="100" max="100"/> <look type="279" head="114" body="94" legs="113" feet="114" addons="0"/> </npc>
Now any player who has a storage value of 123456 can purchase things from her shop provided they have enough value stored within the storage, similar to having money in the bank.
The money or in this case the storage value is added and removed from the player in real time.
Lets get to the code
game.cpp
Find this
bool Game::removeMoney(Cylinder* cylinder, uint64_t money, uint32_t flags /*= 0*/) Replace the whole function with this.
bool Game::removeMoney(Cylinder* cylinder, uint64_t money, uint32_t flags /*= 0*/) { if (cylinder == nullptr) { return false; } if (money == 0) { return true; } uint32_t currencyId = 0; Player* player; if (Creature* creature = cylinder->getCreature()) { if (Player* p = creature->getPlayer()) { currencyId = p->getNpcCurrencyId(); player = p; } } if (!currencyId) { std::vector<Container*> containers; std::multimap<uint32_t, Item*> moneyMap; uint64_t moneyCount = 0; for (size_t i = cylinder->getFirstIndex(), j = cylinder->getLastIndex(); i < j; ++i) { Thing* thing = cylinder->getThing(i); if (!thing) { continue; } Item* item = thing->getItem(); if (!item) { continue; } Container* container = item->getContainer(); if (container) { containers.push_back(container); } else { const uint32_t worth = item->getWorth(); if (worth != 0) { moneyCount += worth; moneyMap.emplace(worth, item); } } } size_t i = 0; while (i < containers.size()) { Container* container = containers[i++]; for (Item* item : container->getItemList()) { Container* tmpContainer = item->getContainer(); if (tmpContainer) { containers.push_back(tmpContainer); } else { const uint32_t worth = item->getWorth(); if (worth != 0) { moneyCount += worth; moneyMap.emplace(worth, item); } } } } if (moneyCount < money) { return false; } for (const auto& moneyEntry : moneyMap) { Item* item = moneyEntry.second; if (moneyEntry.first < money) { internalRemoveItem(item); money -= moneyEntry.first; } else if (moneyEntry.first > money) { const uint32_t worth = moneyEntry.first / item->getItemCount(); const uint32_t removeCount = (money / worth) + 1; addMoney(cylinder, (worth * removeCount) - money, flags); internalRemoveItem(item, removeCount); break; } else { internalRemoveItem(item); break; } } } else { int32_t value; player->getStorageValue(currencyId, value); if (value < money) { return false; } player->addStorageValue(currencyId, value - money); } return true; } Next find this
void Game::addMoney(Cylinder* cylinder, uint64_t money, uint32_t flags /*= 0*/) Replace the whole function with this
void Game::addMoney(Cylinder* cylinder, uint64_t money, uint32_t flags /*= 0*/) { if (money == 0) { return; } if (Creature* creature = cylinder->getCreature()) { if (Player* player = creature->getPlayer()) { if(uint32_t currencyId = player->getNpcCurrencyId()){ int32_t value; player->getStorageValue(currencyId, value); player->addStorageValue(currencyId, value + money); return; } } } uint32_t crystalCoins = money / 10000; money -= crystalCoins * 10000; while (crystalCoins > 0) { const uint16_t count = std::min<uint32_t>(100, crystalCoins); Item* remaindItem = Item::CreateItem(ITEM_CRYSTAL_COIN, count); ReturnValue ret = internalAddItem(cylinder, remaindItem, INDEX_WHEREEVER, flags); if (ret != RETURNVALUE_NOERROR) { internalAddItem(cylinder->getTile(), remaindItem, INDEX_WHEREEVER, FLAG_NOLIMIT); } crystalCoins -= count; } uint16_t platinumCoins = money / 100; if (platinumCoins != 0) { Item* remaindItem = Item::CreateItem(ITEM_PLATINUM_COIN, platinumCoins); ReturnValue ret = internalAddItem(cylinder, remaindItem, INDEX_WHEREEVER, flags); if (ret != RETURNVALUE_NOERROR) { internalAddItem(cylinder->getTile(), remaindItem, INDEX_WHEREEVER, FLAG_NOLIMIT); } money -= platinumCoins * 100; } if (money != 0) { Item* remaindItem = Item::CreateItem(ITEM_GOLD_COIN, money); ReturnValue ret = internalAddItem(cylinder, remaindItem, INDEX_WHEREEVER, flags); if (ret != RETURNVALUE_NOERROR) { internalAddItem(cylinder->getTile(), remaindItem, INDEX_WHEREEVER, FLAG_NOLIMIT); } } }
npc.cpp
Look for this
pugi::xml_attribute attr; if ((attr = npcNode.attribute("speed"))) { baseSpeed = pugi::cast<uint32_t>(attr.value()); } else { baseSpeed = 100; } Right underneath that you are going to place this.
if ((attr = npcNode.attribute("currency"))) { currency = pugi::cast<uint32_t>(attr.value()); }
npc.h
Look for this
bool isPushable() const final { return walkTicks > 0; } Place this right underneath
uint32_t getCurrencyId() const { return currency; } Look for this
uint32_t walkTicks; Place this right underneath
uint32_t currency;
player.cpp
Find this
void Player::openShopWindow(Npc* npc, const std::list<ShopInfo>& shop) Replace that function with this
void Player::openShopWindow(Npc* npc, const std::list<ShopInfo>& shop) { shopItemList = shop; sendShop(npc); sendSaleItemList(npc); } Next find this
bool Player::updateSaleShopList(const Item* item) Replace that function with this
bool Player::updateSaleShopList(const Item* item) { uint16_t itemId = item->getID(); if (itemId != ITEM_GOLD_COIN && itemId != ITEM_PLATINUM_COIN && itemId != ITEM_CRYSTAL_COIN) { auto it = std::find_if(shopItemList.begin(), shopItemList.end(), [itemId](const ShopInfo& shopInfo) { return shopInfo.itemId == itemId && shopInfo.sellPrice != 0; }); if (it == shopItemList.end()) { const Container* container = item->getContainer(); if (!container) { return false; } const auto& items = container->getItemList(); return std::any_of(items.begin(), items.end(), [this](const Item* containerItem) { return updateSaleShopList(containerItem); }); } } if (client) { client->sendSaleItemList(shopOwner, shopItemList); } return true; } Next you are going to look for
uint64_t Player::getMoney() const Now right underneath that function you are going to place these.
uint64_t Player::getMoney(Npc* npc) const { uint64_t cash; setNpcCurrencyId(npc); uint32_t currencyId = getNpcCurrencyId(); if (currencyId) { int32_t value; getStorageValue(currencyId, value); cash = (uint64_t)value; } else { cash = getMoney(); } return cash; } void Player::setNpcCurrencyId(Npc* npc) const{ currencyId = npc->getCurrencyId(); } uint32_t Player::getNpcCurrencyId() const { return currencyId; }
player.h
Look for this
uint64_t getMoney() const; Place this right underneath
uint64_t getMoney(Npc*) const; void setNpcCurrencyId(Npc*) const; uint32_t getNpcCurrencyId() const; Find this
void sendShop(Npc* npc) const { if (client) { client->sendShop(npc, shopItemList); } } Place this right underneath
void sendSaleItemList(Npc* npc) const { if (client) { client->sendSaleItemList(npc, shopItemList); } } Find this
uint32_t manaMax; Place this right underneath
mutable uint32_t currencyId;
protocolgame.cpp
Now find this function
void ProtocolGame::sendSaleItemList(const std::list<ShopInfo>& shop) Place this right underneath
void ProtocolGame::sendSaleItemList(Npc* npc, const std::list<ShopInfo>& shop) { NetworkMessage msg; msg.addByte(0x7B); msg.add<uint64_t>(player->getMoney(npc)); std::map<uint16_t, uint32_t> saleMap; if (shop.size() <= 5) { // For very small shops it's not worth it to create the complete map for (const ShopInfo& shopInfo : shop) { if (shopInfo.sellPrice == 0) { continue; } int8_t subtype = -1; const ItemType& itemType = Item::items[shopInfo.itemId]; if (itemType.hasSubType() && !itemType.stackable) { subtype = (shopInfo.subType == 0 ? -1 : shopInfo.subType); } uint32_t count = player->getItemTypeCount(shopInfo.itemId, subtype); if (count > 0) { saleMap[shopInfo.itemId] = count; } } } else { // Large shop, it's better to get a cached map of all item counts and use it // We need a temporary map since the finished map should only contain items // available in the shop std::map<uint32_t, uint32_t> tempSaleMap; player->getAllItemTypeCount(tempSaleMap); // We must still check manually for the special items that require subtype matches // (That is, fluids such as potions etc., actually these items are very few since // health potions now use their own ID) for (const ShopInfo& shopInfo : shop) { if (shopInfo.sellPrice == 0) { continue; } int8_t subtype = -1; const ItemType& itemType = Item::items[shopInfo.itemId]; if (itemType.hasSubType() && !itemType.stackable) { subtype = (shopInfo.subType == 0 ? -1 : shopInfo.subType); } if (subtype != -1) { uint32_t count; if (!itemType.isFluidContainer() && !itemType.isSplash()) { count = player->getItemTypeCount(shopInfo.itemId, subtype); // This shop item requires extra checks } else { count = subtype; } if (count > 0) { saleMap[shopInfo.itemId] = count; } } else { std::map<uint32_t, uint32_t>::const_iterator findIt = tempSaleMap.find(shopInfo.itemId); if (findIt != tempSaleMap.end() && findIt->second > 0) { saleMap[shopInfo.itemId] = findIt->second; } } } } uint8_t itemsToSend = std::min<size_t>(saleMap.size(), std::numeric_limits<uint8_t>::max()); msg.addByte(itemsToSend); uint8_t i = 0; for (std::map<uint16_t, uint32_t>::const_iterator it = saleMap.begin(); i < itemsToSend; ++it, ++i) { msg.addItemId(it->first); msg.addByte(std::min<uint32_t>(it->second, std::numeric_limits<uint8_t>::max())); } writeToOutputBuffer(msg); }
protocolgame.h
Find this
void sendSaleItemList(const std::list<ShopInfo>& shop); Place this right underneath
void sendSaleItemList(Npc* npc, const std::list<ShopInfo>& shop);
luascript.cpp
Find
int LuaScriptInterface::luaPlayerAddMoney(lua_State* L) Replace that whole function with this
int LuaScriptInterface::luaPlayerAddMoney(lua_State* L) { // player:addMoney(money[, currencyId]) uint64_t money = getNumber<uint64_t>(L, 2); uint32_t currencyId = getNumber<uint32_t>(L, 3); Player* player = getUserdata<Player>(L, 1); if (player) { if (currencyId) { int32_t value; player->getStorageValue(currencyId, value); player->addStorageValue(currencyId, value + money); } else { g_game.addMoney(player, money); } pushBoolean(L, true); } else { lua_pushnil(L); } return 1; } Next find this function which should be right below it.
int LuaScriptInterface::luaPlayerRemoveMoney(lua_State* L) Replace that whole function with this
int LuaScriptInterface::luaPlayerRemoveMoney(lua_State* L) { // player:removeMoney(money[, currencyId]) Player* player = getUserdata<Player>(L, 1); if (player) { uint64_t money = getNumber<uint64_t>(L, 2); uint32_t currencyId = getNumber<uint32_t>(L, 3); if (currencyId) { int32_t value; player->getStorageValue(currencyId, value); if (value < money) { pushBoolean(L, false); return 1; } player->addStorageValue(currencyId, value - money); pushBoolean(L, true); } else { pushBoolean(L, g_game.removeMoney(player, money)); } } else { lua_pushnil(L); } return 1; }
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Por MatteusDeli
Olá Tibianos do Tibia King. (Vou direto para o script)
Vamos lá: Vá até a pasta data/npc copie e cole algum arquivo XML renomeie para stoned.xml e substitua por isto: (OBS esse é o NPC 1, vocações Paladin, Druid e Sorcerer)
Em Roxo você pode alterar o looktype dele e o nome (Entre aspas). -- Não é obrigatório alterar isso--
Agora volte para a pasta data/npc e copie e cole outro arquivo XML e renomeie para stonedkina.xml e substitua por isto:
(--Mesma coisa do anterior --)
Em Roxo você pode alterar o looktype dele e o nome (Entre aspas). -- Não é obrigatório alterar isso--
----SCRIPT DO NPC DE PALADIN, SORCERER E DRUID----
Vá na pasta data/npc/scripts copie e cole algum arquivo, renomeie para stoned.lua e cole isso dentro:
Em Verde é o ID dos itens que o player vai precisar para ganhar a quantidade de skill.
Em Azul são os efeitos que vai aparecer embaixo do Player. Se quiser deixe com esses efeitos mesmo :D ---(Os efeitos vão de 1 a 68, caso queira vê-los apenas digite /z 1.. 68 com o GOD)
Em Laranja é a quantidade de EXP de skill o Player vai ganhar ao entregar o ITEM. (Eu aconselho não colocar numero exorbitante como 9999999, pode acontecer de o script travar pela quantidade de skill adicionada).
Em Vermelho é a quantidade do ITEM que ele vai precisar ter. (Caso for itens como Armors, Legs, Swords, Axes etc... Deixe 1 se for itens agrupáveis como TALONS, SCARAB COINS etc... Você pode colocar de 1 até 100).
-----SCRIPT DO NPC DE KNIGHT------
Vá na pasta data/npc/scripts copie e cole algum arquivo, renomeie para stonedkina.lua e cole isso dentro:
<-> As Configurações são as mesmas <->
Em Verde é o ID dos itens que o player vai precisar para ganhar a quantidade de skill.
Em Azul é o efeito que vai aparecer embaixo do Player. Se quiser deixe com esses efeitos mesmo :D ---(Os efeitos vão de 1 a 68, caso queira vê-los apenas digite /z 1.. 68 com o GOD)
Em Laranja é a quantidade de EXP de skill o Player vai ganhar ao entregar o ITEM. (Eu aconselho não colocar numero exorbitante como 9999999, pode acontecer de o script travar pela quantidade de skill adicionada).
Em Vermelho é a quantidade do ITEM que ele vai precisar ter. (Caso for itens como Armors, Legs, Swords, Axes etc... Deixe 1 se for itens agrupáveis como TALONS, SCARAB COINS etc... Você pode colocar de 1 até 100).
Por fim é só Importar os NPC'S pelo mapa Editor e adicionar! :D
Obrigado e Bom uso do script!!!
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Por Ayron5
Antes de tudo quero deixar claro que pesquisei no fórum, Não encontrei. Resolvi fazer o meu
Este NPC faz oq o titulo diz vende Stone ou Item por Diamond. Npc simples e configurável Testado em Poketibia 8.54 tfs 0.3.6
Em data/npc, coloque um novo arquivo com o nome Ditem.xml e cole isso dentro:
Na pasta data/npc/script, crie um arquivo chamado "Ditem.lua" e cole isso:
Para adicionar mais itens:
1º - adiciona o nome do item para o player falar o nome dele, caso queira comprar -
selfSay('Eu vendo Fire stone, Water stone, Leaf stone. Diga qual voce quer adquirir.', cid) 2º - Após o ultimo
talkState[talkUser] = 3 Vc adiciona isso -
elseif(msgcontains(msg, '----NOME DO ITEM----') or msgcontains(msg, '---nome do item---')) then selfSay('O item Custa 3 Diamonds, Voce vai querer?', cid) talkState[talkUser] = 4 ----- Aqui coloca 4 pq ja tem a 3 3º - Na parte de -- Confirmação da Compra -- Depois de um
talkState[talkUser] = 0 end Adicione -- elseif(msgcontains(msg, 'yes') and talkState[talkUser] == 4) then ---Coloque 4 por causa da ---talkState[talkUser] = 4--- if(doPlayerRemoveItem(cid, 2145, 3) == true) then ----Item q sera removido no caso 2145 Diamonds e 3 é a quantidade. selfSay('Thanks!', cid) doPlayerAddItem(cid, 11447, 1) ----- 11447 é o item q será entregue no caso é a fire stone, o 1 é a quantidade de itens. talkState[talkUser] = 0 else selfSay('Voce nao tem diamonds suficiente.', cid) talkState[talkUser] = 0 end Bom é isso espero ajudar alguém rsrsrs
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Por yuriowns
Salve rapaziada, estou criando um servidor 7.6 TFS 0.4.1, nele tem um sistema 1/1 de criar personagens, porém abre uma conta com 4 acc manager, (Criar Sorc, Criar Druid, Criar Pally e Criar Kina) o problema é que da pra criar qualquer nome que quiser (por exemplo "GOD")
Alguém sabe como resolver?
Script:
focus = 0 talk_start = 0 target = 0 following = false attacking = false accstatus = 0 seksik = 3 myname = '' mypass = '' maxnamelen = 10 maxpasslen = 14 allow_pattern = '^[a-zA-Z0-9 -]+$' origmsg = '' mypasscheck = '' mynamecheck = '' function onThingMove(creature, thing, oldpos, oldstackpos) end function onCreatureAppear(creature) end function onCreatureDisappear(cid, pos) if focus == cid then selfSay('Good bye then.') focus = 0 talk_start = 0 end end function onCreatureTurn(creature) end function msgcontains(txt, str) return (string.find(txt, str) and not string.find(txt, '(%w+)' .. str) and not string.find(txt, str .. '(%w+)')) end function onCreatureSay(cid, type, msg) origmsg = msg msg = string.lower(msg)
if (msgcontains(msg, 'hi') and focus == 0) and getDistanceToCreature(cid) < 4 then selfSay('Hello...Male or Female?') accstatus = 1 myname = '' mypass = '' myaccnumber = 0 seksik = 0 focus = cid talk_start = os.clock() elseif msgcontains(msg, 'hi') and (focus ~= cid) and getDistanceToCreature(cid) < 4 then selfSay('Please wait') elseif focus == cid then talk_start = os.clock()
if msgcontains(msg, 'male') and accstatus == 1 then selfSay('Your name is...?') seksik = 1 accstatus = 2 elseif msgcontains(msg, 'female') and accstatus == 1 then selfSay('Your name is...?') seksik = 0 accstatus = 2 elseif accstatus == 2 then myname = origmsg mynamecheck = msg if string.len(mynamecheck) <= maxnamelen then if string.find(mynamecheck, allow_pattern) then if io.open("data/players/"..myname..".xml" , "r") == nil then selfSay('Your Name is '..myname..'. yes ?') accstatus = 3 else selfSay('Name allready exist, please give next one') end else selfSay('Illegal characters, try another') end else selfSay('Name is too long! Max is 10, try again') end elseif msgcontains(msg, 'yes') then if accstatus == 3 then selfSay('Ok, give your password') accstatus = 4 elseif accstatus == 5 then if seksik == 0 then selfSay('Ok. Lets check: You are female, your name is '..myname..', your password is '..mypass..'.yes ?') else selfSay('Ok. Lets check: You are male, your name is '..myname..', your password is '..mypass..'.yes ?') end accstatus = 10 elseif accstatus == 10 then selfSay('Ok. Say "acc" to take your acc...') accstatus = 7 end elseif msgcontains(msg, 'no') then if accstatus == 3 then selfSay('Chooze another') accstatus = 2 elseif accstatus == 5 then selfSay('Chooze another') accstatus = 4 elseif accstatus == 6 then selfSay('Again, you are man or woman?') accstatus = 1 end elseif accstatus == 4 then mypass = origmsg mypasscheck = msg if string.len(mypasscheck) <= maxpasslen then if string.find(mypasscheck, allow_pattern) then selfSay('Your pass is '..mypass..' yes ?') accstatus = 5 else selfSay('Illegal characters, try another') end else selfSay('too long! Max is 6, give other') end elseif msgcontains(msg, 'acc') and accstatus == 7 then myaccnumber = math.random(100000,999999) if io.open("data/accounts/"..myaccnumber..".xml" , "r") == nil then selfSay('Your Acc is '..myaccnumber..'. Please Log in your Char...Good Luck!') accstatus = 8 f = assert(io.open("./data/accounts/"..myaccnumber..".xml", "w")) f = io.open("./data/accounts/"..myaccnumber..".xml", "w") f:write("<?xml version=\"1.0\"?><account pass=\""..mypass.."\" type=\"1\" premDays=\"90\"><characters><character name=\""..myname.."\"\/><\/characters><\/account>") f:close() f = assert(io.open("./data/players/"..myname..".xml", "w")) f = io.open("./data/players/"..myname..".xml", "w") f:write("<?xml version=\"1.0\"?><player name=\"" ..myname.."\" account=\"" ..myaccnumber.."\" sex=\"" ..seksik.."\" lookdir=\"3\" exp=\"4200\" voc=\"2\" level=\"8\" access=\"0\" cap=\"470\" maglevel=\"1\" lastlogin=\"0\" premticks=\"0\" promoted=\"0\" banned=\"0\"><spawn x=\"1003\" y=\"1073\" z=\"7\" \/><temple x=\"1003\" y=\"1073\" z=\"7\" \/><skull type=\"0\" kills=\"0\" ticks=\"0\" absolve=\"0\" \/><health now=\"185\" max=\"185\" food=\"1000\" \/><mana now=\"35\" max=\"35\" spent=\"1\" \/><look type=\"134\" head=\"77\" body=\"79\" legs=\"78\" feet=\"77\" \/><skills><skill skillid=\"0\" level=\"10\" tries=\"0\" \/><skill skillid=\"1\" level=\"10\" tries=\"0\" \/><skill skillid=\"2\" level=\"10\" tries=\"0\" \/><skill skillid=\"3\" level=\"10\" tries=\"0\" \/><skill skillid=\"4\" level=\"10\" tries=\"0\" \/><skill skillid=\"5\" level=\"10\" tries=\"0\" \/><skill skillid=\"6\" level=\"10\" tries=\"0\" \/><\/skills><spells><spell words=\"exevo pan\" \/><spell words=\"utevo lux\" \/><spell words=\"exana pox\" \/><spell words=\"exura\" \/><spell words=\"exura gran\" \/><spell words=\"exori mort\" \/><spell words=\"exori flam\" \/><spell words=\"exori vis\" \/><spell words=\"utevo gran lux\" \/><spell words=\"utamo vita\" \/><spell words=\"utani hur\" \/><spell words=\"exura sio\" \/><spell words=\"exevo heal\" \/><spell words=\"utevo vis lux\" \/><spell words=\"exura vita\" \/><spell words=\"utani gran hur\" \/><spell words=\"utevo res ina\" \/><spell words=\"exevo vis pan\" \/><spell words=\"exura gran mas res\" \/><spell words=\"exevo gran mas pox\" \/><spell words=\"exevo mas mort pox\" \/><spell words=\"exevo bless\" \/><\/spells><deaths\/><inventory><slot slotid=\"1\"><item id=\"2490\" \/><\/slot><slot slotid=\"2\"><item id=\"2173\" \/><\/slot><slot slotid=\"3\"><item id=\"1988\"><inside><item id=\"2674\" count=\"5\" \/><item id=\"2160\" count=\"5\" \/><item id=\"2554\" count=\"1\" \/><item id=\"2120\" count=\"1\" \/><\/inside><\/item><\/slot><slot slotid=\"4\"><item id=\"2463\" \/><\/slot><slot slotid=\"5\"><item id=\"2525\" \/><\/slot><slot slotid=\"6\"><item id=\"2182\" \/><\/slot><slot slotid=\"7\"><item id=\"2647\" \/><\/slot><slot slotid=\"8\"><item id=\"2643\" \/><\/slot><\/inventory><depots><depot depotid=\"1\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><depot depotid=\"2\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><depot depotid=\"3\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><depot depotid=\"4\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><depot depotid=\"5\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><depot depotid=\"6\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><depot depotid=\"7\"><item id=\"2591\"><inside><item id=\"2594\" \/><\/inside><\/item><\/depot><\/depots><storage><data key=\"777\" value=\"" ..seksik.."\" \/><\/storage><\/player>") f:close() else selfSay('Error number allready exist. Say again "acc" ') end
elseif msgcontains(msg, 'next') and accstatus == 8 then selfSay(''..myaccnumber..' Pass is '..mypass..' . If you like to enter OTS website say: --links--.') accstatus = 0 elseif msgcontains(msg, 'links') then selfSay('URLS')
elseif string.find(msg, '(%a*)bye(%a*)') and getDistanceToCreature(cid) < 4 then selfSay('Good bye, ' .. creatureGetName(cid) .. '!') focus = 0 accstatus = 0 myname = '' mypass = '' myaccnumber = 0 seksik = '' talk_start = 0 end end end function onCreatureChangeOutfit(creature) end function onThink() if (os.clock() - talk_start) > 30 then if focus > 0 then selfSay('Nastepny prosze') end focus = 0 end if focus ~= 0 then if getDistanceToCreature(focus) > 5 then selfSay('Do zobaczenia') focus = 0 end end end
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