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Arthur L.B

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About Arthur L.B

  • Rank
    Arthur L.B
  • Birthday 06/18/1997

Profile Information

  • Gender
    Masculino
  • Localization
    Brasil
  • I am
    Tibiano
  • My character
    Não jogo global.
  • Favorite OTServ
    RookWar e rookgaard
  • Bot preferred
    Elf bot

Recent Profile Visitors

243 profile views
  1. eu não sei se coloquei no lugar certo, caso tenha colocado desculpa. Alguém ai teria um bom mapa rookwar para me passar? a maioria estão com link quebrado, então se alguém guardou algum e puder me passar eu agradeço : ).
  2. Eae galera, se vocês tiverem algum rookwar guardado daqueles bons que tinham antigamente poderiam passar? pois a maioria dos bons estão com os links expirados /;
  3. Eu Procurei por ae e não achei, eu queria um npc que falasse com player só Exemplo: Player: hi Npc: Ola Player voce gostaria de saber da "historia" Npc: Olá player "a msg que eu por pra qnd falar historia" - Essa parte historia, quando ele fala manda outra msg falando a historia que eu por no script.
  4. Opa alguém pode me ajudar com esse script? (eu não manjo muito de mecher em scripts ainda) o que o script faz? ele usa um item que eu defino o id no actions.xml e refina os itens aumentando attack essas coisas dos itens. eu peguei esse script da internet ta tudo certinho e pa só que ele não refina escudos o script e esse preciso que ele encante escudo e só aumente +1 de attack e defesa dos itens a cada nivel de item, por que ele ta aumentando mais de 1 depois do +2.
  5. Tipo um exemplo eu tenho uma porta locked e eu quero botar por exemplo que a copper key chave la de rook abra essa porta como eu faço?
  6. ta funcionando certinho para dar a vocaçâo mas o npc ta dando mais de uma vez a vocação tipo pego knight depois vou la e falo denovo e pego druid o npc tem esse script aqui também nao sei se e por aqui local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end function oracle(cid, message, keywords, parameters, node) if(not npcHandler:isFocused(cid)) then return false end local cityNode = node:getParent():getParent() local vocNode = node:getParent() local destination = cityNode:getParameters().destination local town = cityNode:getParameters().town local vocation = vocNode:getParameters().vocation if(destination ~= nil and vocation ~= nil and town ~= nil) then if(getPlayerLevel(cid) < parameters.level) then npcHandler:say('You must first reach level ' .. parameters.level .. '!', cid) npcHandler:resetNpc() else if(getPlayerVocation(cid) > 0) then npcHandler:say('Sorry, You already have a vocation!') npcHandler:resetNpc() else doPlayerSetVocation(cid, vocation) doPlayerSetTown(cid, town) npcHandler:resetNpc() local tmp = getCreaturePosition(cid) doTeleportThing(cid, destination) doSendMagicEffect(tmp, CONST_ME_POFF) doSendMagicEffect(destination, CONST_ME_TELEPORT) end end end return true end function greetCallback(cid) if(getPlayerLevel(cid) < 8) then npcHandler:say('COME BACK WHEN YOU GROW UP, CHILD!') return false else return true end end npcHandler:setCallback(CALLBACK_GREET, greetCallback) npcHandler:setMessage(MESSAGE_GREET, 'Hello |PLAYERNAME|. Are you prepared to face your destiny?') local yesNode = KeywordNode:new({'yes'}, oracle, {level = 8}) local noNode = KeywordNode:new({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then what vocation do you want to become?'}) local node1 = keywordHandler:addKeyword({'yes'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'What city do you wish to live in? {Rhyves}, {Varak} or {Jorvik}?'}) local node2 = node1:addChildKeyword({'varak'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, town = 1, destination = {x=242, y=429, z=12}, text = 'Varak, eh? So what vocation do you wish to become? {Sorcerer}, {druid}, {paladin} or {knight}?'}) local node3 = node2:addChildKeyword({'sorcerer'}, StdModule.say, {npcHandler = npcHandler, vocation = 1, onlyFocus = true, text = 'So, you wish to be a powerful magician? Are you sure about that? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'druid'}, StdModule.say, {npcHandler = npcHandler, vocation = 2, onlyFocus = true, text = 'Are you sure that a druid is what you wish to become? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'paladin'}, StdModule.say, {npcHandler = npcHandler, vocation = 3, onlyFocus = true, text = 'A ranged marksman. Are you sure? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'knight'}, StdModule.say, {npcHandler = npcHandler, vocation = 4, onlyFocus = true, text = 'A mighty warrior. Is that your final decision? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node2 = node1:addChildKeyword({'rhyves'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, town = 1, destination = {x=159, y=387, z=6}, text = 'Rhyves, eh? So what vocation do you wish to become? {Sorcerer}, {druid}, {paladin} or {knight}?'}) node3 = node2:addChildKeyword({'sorcerer'}, StdModule.say, {npcHandler = npcHandler, vocation = 1, onlyFocus = true, text = 'So, you wish to be a powerful magician? Are you sure about that? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'druid'}, StdModule.say, {npcHandler = npcHandler, vocation = 2, onlyFocus = true, text = 'Are you sure that a druid is what you wish to become? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'paladin'}, StdModule.say, {npcHandler = npcHandler, vocation = 3, onlyFocus = true, text = 'A ranged marksman. Are you sure? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'knight'}, StdModule.say, {npcHandler = npcHandler, vocation = 4, onlyFocus = true, text = 'A mighty warrior. Is that your final decision? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node2 = node1:addChildKeyword({'jorvik'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, town = 1, destination = {x=469, y=172, z=7}, text = 'Jorvik, eh? So what vocation do you wish to become? {Sorcerer}, {druid}, {paladin} or {knight}?'}) node3 = node2:addChildKeyword({'sorcerer'}, StdModule.say, {npcHandler = npcHandler, vocation = 1, onlyFocus = true, text = 'So, you wish to be a powerful magician? Are you sure about that? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'druid'}, StdModule.say, {npcHandler = npcHandler, vocation = 2, onlyFocus = true, text = 'Are you sure that a druid is what you wish to become? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'paladin'}, StdModule.say, {npcHandler = npcHandler, vocation = 3, onlyFocus = true, text = 'A ranged marksman. Are you sure? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) node3 = node2:addChildKeyword({'knight'}, StdModule.say, {npcHandler = npcHandler, vocation = 4, onlyFocus = true, text = 'A mighty warrior. Is that your final decision? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) keywordHandler:addKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Then come back when you are ready.'}) npcHandler:addModule(FocusModule:new())
  7. esse aqui e o scripts que ja vem com o ot <?xml version="1.0" encoding="UTF-8"?> <npc name="The Oracle" floorchange="0" walkinterval="0"> <health now="150" max="150"/> <look typeex="1448"/> <interaction range="3" idletime="30"> <interact keywords="hi" focus="1"> <!--These are the keywords will trigger this interaction--> <keywords>hello</keywords> <keywords>greet</keywords> <response> <action name="script"> <!-- if(getPlayerVocation(cid) ~= 0) then selfSay("SORRY, YOU HAVE ALREADY MADE YOUR CHOICE IN LIFE!") _state.isidle = true return end --> if(getPlayerLevel(cid)) >= 8 then selfSay(getCreatureName(cid) .. ", ARE YOU PREPARED O FACE YOUR DESTINY?") _state.b1 = (isPremium(cid) == TRUE) _state.topic = 1 else selfSay("CHILD! COME BACK WHEN YOU HAVE GROWN UP!") _state.isidle = true end </action> </response> </interact> <interact keywords="yes" topic="1"> <!--Premium account, b1 is set in above--> <response b1="1" text="IN WHICH TOWN DO YOU WANT TO LIVE: CARLIN, EDRON, THAIS, OR VENORE?"> <action name="topic" value="2"/> </response> <!--Normal account--> <response text="IN WHICH TOWN DO YOU WANT TO LIVE: CARLIN, THAIS, OR VENORE?"> <action name="topic" value="2"/> </response> </interact> <interact keywords="carlin" topic="2"> <response text="IN CARLIN! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?"> <!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore--> <action name="script"> _state.n1 = 1 _state.topic = 3 </action> </response> </interact> <interact keywords="thais" topic="2"> <response text="IN THAIS! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?"> <!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore--> <action name="script"> _state.n1 = 2 _state.topic = 3 </action> </response> </interact> <interact keywords="venore" topic="2"> <response text="IN VENORE! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?"> <!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore--> <action name="script"> _state.n1 = 3 _state.topic = 3 </action> </response> </interact> <interact keywords="edron" topic="2"> <response text="YOU NEED A PREMIUM ACCOUNT IN ORDER TO GO THERE!"> <!--Set the topic back to 2, ie. choose a new town.--> <action name="topic" value="2"/> </response> <!--b1: premium account, see <interact keywords="hi" focus="1"> where _state.b1 is is set.--> <response b1="1" text="IN EDRON! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?"> <!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore--> <action name="script"> _state.n1 = 3 _state.topic = 3 </action> </response> </interact> <!--If the player does not say any city, repeat our question--> <interact keywords="|*|" topic="2"> <response b1="1" text="CARLIN, EDRON, THAIS, OR VENORE?"/> <response text="CARLIN, EDRON, THAIS, OR VENORE?"/> </interact> <interact keywords="sorcerer" topic="3"> <response text="A SORCERER! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!"> <!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight--> <action name="script"> _state.n2 = 1 _state.topic = 4 </action> </response> </interact> <interact keywords="druid" topic="3"> <response text="A DRUID! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!"> <!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight--> <action name="script"> _state.n2 = 2 _state.topic = 4 </action> </response> </interact> <interact keywords="paladin" topic="3"> <response text="A PALADIN! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!"> <!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight--> <action name="script"> _state.n2 = 3 _state.topic = 4 </action> </response> </interact> <interact keywords="knight" topic="3"> <response text="A KNIGHT! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!"> <!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight--> <action name="script"> _state.n2 = 4 _state.topic = 4 </action> </response> </interact> <!--If the player does not say any profession, repeat our question--> <interact keywords="|*|" topic="3"> <response text="KNIGHT, PALADIN, SORCERER, OR DRUID?"/> </interact> <interact keywords="yes" topic="4"> <response> <!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore--> <!--n2: 1 = knight, 2 = paladin, 3 = sorcerer, 4 = druid--> <action name="script"> local pos = 0 if(_state.n1 == 1) then pos = {x=180, y=233, z=7} elseif(_state.n1 == 2) then pos = {x=180, y=233, z=7} elseif(_state.n1 == 3) then pos = {x=180, y=233, z=7} elseif(_state.n1 == 4) then pos = {x=180, y=233, z=7} else selfSay("I DO NOT KNOW WHAT PROFESSION THAT IS, ASK THE GODS FOR GUIDANCE!") return end selfSay("SO BE IT!") doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT) if(doTeleportThing(cid, pos) == 0) then doPlayerSetVocation(cid, _state.n2) doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT) end </action> <action name="idle" value="1"/> </response> </interact> <interact keywords="bye" focus="0"> <keywords>farewell</keywords> <response text="Good bye. Recommend us, if you were satisfied with our service."/> </interact> <!-- If the event onBusy exists, the npc will make a queue like Tibia, if the event is removed the npc will be able to talk to all customers at the same time without problems. --> <interact event="onBusy"> <response text="WAIT UNTIL IT IS YOUR TURN!"> <action name="addqueue" value="|PLAYER|"/> </response> </interact> <!--This event triggers if the player goes to far away from the npc/logout/idle timeout--> <interact event="onPlayerLeave" focus="0"> <response text="COME BACK WHEN YOU ARE PREPARED TO FACE YOUR DESTINY!"/> </interact> </interaction> </npc> Eu quero que ele seja so em rookgaard sem main entao queria que o player pegasse nivel 8 fosse la falasse com o npc pegasse a vocaçao e fosse pro templo definindo a cidade de rook como principal
  8. eu tenho um ot de rookgaard aqui e eu queria um oracle que desse hi yes rookgaard druid e pa fosse pro templo de rookgaard com a vocação, sem ir pra island of destiny alguem pode me ajudar? (Não sei se expliquei bem)

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