Postado Agosto 14, 2013 11 anos Então, alguns OTs 8.60 tem um NPC que vende Skills temporário, porém aqui esta dando esse erro: Script: <?xml version="1.0"?> <npc name="Skills Seller" script="data/npc/scripts/skills.lua" access="3" lookdir="2" walkinterval="1000"> <mana now="800" max="800"/> <health now="200" max="200"/> <look type="132" head="20" body="39" legs="45" feet="7" addons="3"/> <parameters> <parameter key="message_greet" value="Hello, |PLAYERNAME|. I can {magic shield} and {invisible}, upgrade your 'melee', {magic}, {distance} and {shield} skills."/> </parameters> </npc> -- configs pricetobuff = 2000 invisibleseconds = 600 magicshieldseconds = 6000 skillsseconds = 6000 skillsupgrade = {} skillsupgrade['fist'] = 20 skillsupgrade['club'] = 20 skillsupgrade['sword'] = 20 skillsupgrade['axe'] = 20 skillsupgrade['distance'] = 20 skillsupgrade['shield'] = 20 skillsupgrade['ml'] = 20 -- end configs -- invisible combat local combatInvisible = createCombatObject() setCombatParam(combatInvisible, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combatInvisible, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_INVISIBLE) setConditionParam(condition, CONDITION_PARAM_TICKS, invisibleseconds*1000) setCombatCondition(combatInvisible, condition) -- utamo combat local combatUtamo = createCombatObject() setCombatParam(combatUtamo, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) setCombatParam(combatUtamo, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_MANASHIELD) setConditionParam(condition, CONDITION_PARAM_TICKS, magicshieldseconds*1000) setCombatCondition(combatUtamo, condition) -- melee condition local conditionMelee = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(conditionMelee, CONDITION_PARAM_TICKS, skillsseconds*1000) setConditionParam(conditionMelee, CONDITION_PARAM_SKILL_FIST, skillsupgrade['fist']) setConditionParam(conditionMelee, CONDITION_PARAM_SKILL_CLUB, skillsupgrade['club']) setConditionParam(conditionMelee, CONDITION_PARAM_SKILL_SWORD, skillsupgrade['sword']) setConditionParam(conditionMelee, CONDITION_PARAM_SKILL_AXE, skillsupgrade['axe']) -- distance condition local conditionDistance = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(conditionDistance, CONDITION_PARAM_TICKS, skillsseconds*1000) setConditionParam(conditionDistance, CONDITION_PARAM_SKILL_DISTANCE, skillsupgrade['distance']) -- shield condition local conditionShield = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(conditionShield, CONDITION_PARAM_TICKS, skillsseconds*1000) setConditionParam(conditionShield, CONDITION_PARAM_SKILL_SHIELD, skillsupgrade['shield']) -- ml condition local conditionMagic = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(conditionMagic, CONDITION_PARAM_TICKS, skillsseconds*1000) setConditionParam(conditionMagic, CONDITION_PARAM_STAT_MAGICPOINTS, skillsupgrade['ml']) 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 buff(cid, message, keywords, parameters, node) if(not npcHandler:isFocused(cid)) then return false end if doPlayerRemoveMoney(cid, pricetobuff) == TRUE then buff = parameters.buff message = parameters.message doCombat(cid, buff, numberToVariant(cid)) npcHandler:say(message, cid) keywordHandler:moveUp(1) return true else npcHandler:say("You need ".. pricetobuff .." gold coins to buff yourself.", cid) end end function buffMelee(cid, message, keywords, parameters, node) if(not npcHandler:isFocused(cid)) then return false end if doPlayerRemoveMoney(cid, pricetobuff) == TRUE then buff = parameters.buff errors = 0 message = parameters.message voc = getPlayerVocation(cid) if buff == conditionMagic and (isKnight(cid) or isPaladin(cid)) then npcHandler:say("Only master sorcerers and elder druids can upgrade their magic skills.", cid) errors = 1 end if errors == 0 then doTargetCombatCondition(0, cid, buff, CONST_ME_MAGIC_RED) npcHandler:say(message, cid) keywordHandler:moveUp(1) return true end else npcHandler:say("You need ".. pricetobuff .." gold coins to buff yourself.", cid) end end local node1 = keywordHandler:addKeyword({'invisible'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to be invisible?'}) node1:addChildKeyword({'yes'}, buff, {buff = combatInvisible, message = 'Now you are invisible!'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then not.'}) local node1 = keywordHandler:addKeyword({'magic shield'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to get magic shield effect?'}) node1:addChildKeyword({'yes'}, buff, {buff = combatUtamo, message = 'Your magic shield is on!'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then not.'}) local node1 = keywordHandler:addKeyword({'melee'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to upgrade your melee skills for some time?'}) node1:addChildKeyword({'yes'}, buffMelee, {buff = conditionMelee, message = 'Your skills had been upgraded!'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then not.'}) local node1 = keywordHandler:addKeyword({'shield'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to upgrade your shield skills for some time?'}) node1:addChildKeyword({'yes'}, buffMelee, {buff = conditionShield, message = 'Your skills had been upgraded!'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then not.'}) local node1 = keywordHandler:addKeyword({'distance'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to upgrade your distance skills for some time?'}) node1:addChildKeyword({'yes'}, buffMelee, {buff = conditionDistance, message = 'Your skills had been upgraded!'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then not.'}) local node1 = keywordHandler:addKeyword({'magic'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to upgrade your magic skills for some time?'}) node1:addChildKeyword({'yes'}, buffMelee, {buff = conditionMagic, message = 'Your skills had been upgraded!'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then not.'}) keywordHandler:addKeyword({'offer'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "Uhm?"}) keywordHandler:addKeyword({'help'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "Ya?"}) npcHandler:addModule(FocusModule:new()) Só tenho esses arquivos, deve estar faltando algum....
Postado Agosto 14, 2013 11 anos Geralmente eh o distro ou sua pasta de npc que causa esses erros, não é por causa do npc de skill, poderia ser com qualquer outro npc, tente trocar.
Postado Novembro 16, 2015 9 anos Em 14/08/2013 14:22:24, jNo disse: Distro 4.0, acho que não é como faço para deixar a skill fixa?
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