Postado Abril 21, 2012 13 anos ae pessoal ja procurei em todos os forums tibiaking , TIBIAKING e mts outros so que nao axei um pet sistem sem bugs tipo se alguem tiver por favor me avisa queria um com o pet trainer que vc compra dele ali e vai upa seu pet vira outro tipo : skeleton vira demon skeleton se tiver +REP
Postado Abril 21, 2012 13 anos Tomara que alguem aqui te responda eu achei uns 3 Pet System mais nenhum estava perfeito todos estava com bug's ¬¬
Postado Abril 21, 2012 13 anos Tenta esse link http://tibiaking.com/forum/topic/7673-talkaction-pet-system-tfs-034/
Postado Abril 22, 2012 13 anos Autor bugado e tbm nao tem pet-trainer (obrigado por quem ta tentando ajudar)
Postado Junho 2, 2012 13 anos cara, eu posso te postar o npc pet trainer que funcione, mas o pet system MEEEESMO, eu nao to conseguindo nem pro meu ot, pelomenos o pet trainer meu funfa =] la vai: 1- crie um arquivo .xml chamado pet trainer em data/npcs. cole isso dentro: <?xml version="1.0" encoding="UTF-8"?> <npc name="Arthur Pet Manager" script="pettrainer.lua" walkinterval="2000" floorchange="0"> <health now="100" max="100"/> <look type="128" head="39" body="85" legs="77" feet="0" addons="2"/> <parameters> <parameter key="message_greet" value="Hello |PLAYERNAME|, I sell {pet}'s also I can {revive} or teach {spells} to your Pet...and maybe you want to {sell} your pet, uh? also I have some {mission}'s for You!. but if you want to know more about pets, just ask for {information}."/> </parameters> </npc> 2- agora crie um arquivo .lua chamado pettrainer em data/npcs/scripts. cole isso dentro: local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) local talkState = {} 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 local dead = 0 local pet function creatureSayCallback(cid, type, msg) if(not npcHandler:isFocused(cid)) then return false end local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE and 0 or cid if msgcontains(msg, 'offer') then local b = false local c = 0 local response = "Here %s the following %s that you can buy:" for _, it in pairs(pets) do if it.cost and it.cost > 0 then c = c + 1 b = true local voc, sep = "", ", " for i = 1, #it.vocations do if i == #it.vocations - 1 then sep = " and " elseif i == #it.vocations then sep = "" end voc = voc .. getVocationInfo(it.vocations).name .. sep end response = response .. "\n Name: " .. it.monster .. ", Cost: " .. it.cost .. ", Level: " .. it.level .. ", Vocations: " .. voc .. "." end end response = string.format(response, (c > 1 and "are" or "is"), (c > 1 and "pets" or "pet")) npcHandler:say(response, cid) elseif msgcontains(msg, 'revive') then for i = 1, #pets do if getCreatureStorage(cid, tables.isDead) > 0 then dead = dead + 1 end end if dead > 0 then npcHandler:say('Do you want to revive ' .. dead .. ' of your pets for ' .. reviveCost * dead .. ' gold coins?.', cid) talkState[talkUser] = 1 else npcHandler:say('Any of your pet is dead.', cid) talkState[talkUser] = 0 end elseif msgcontains(msg, 'buy') then npcHandler:say('Please tell me the name of the pet that you can buy.', cid) talkState[talkUser] = 2 elseif msgcontains(msg, 'yes') and talkState[talkUser] == 1 then if doPlayerRemoveMoney(cid, reviveCost * dead) then for i = 1, #tables.isDead do doCreatureSetStorage(cid, tables.isDead, 0) end npcHandler:say('Your pets has been revived.', cid) talkState[talkUser] = 0 else npcHandler:say('You do not have enough money.', cid) talkState[talkUser] = 0 end elseif talkState[talkUser] == 2 then pet = getPetIdByName(msg) if not pet then npcHandler:say('There is not any pet with that name.', cid) talkState[talkUser] = 0 return true end if getCreatureStorage(cid, tables.buyed[pet]) > 0 then npcHandler:say('You already bought this pet.', cid) talkState[talkUser] = 0 return true end if pets[pet].cost and pets[pet].cost > 0 then npcHandler:say('Do you want to buy ' .. pets[pet].monster .. ' [' .. pets[pet].level .. '] for ' .. pets[pet].cost .. ' gold coins?', cid) talkState[talkUser] = 3 else npcHandler:say('This pet is not buyable, please tell me the name of the pet that you can buy.', cid) talkState[talkUser] = 2 end elseif msgcontains(msg, 'yes') and talkState[talkUser] == 3 then if doPlayerRemoveMoney(cid, pets[pet].cost) then doCreatureSetStorage(cid, tables.buyed[pet], 1) npcHandler:say('Congratulations! you bought ' .. pets[pet].monster .. ' [' .. pets[pet].level .. '].', cid) talkState[talkUser] = 0 else npcHandler:say('You do not have enough money to buy this pet.', cid) talkState[talkUser] = 0 end end return true end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new()) vlww mano boa sorte pra vc =]
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