Postado Dezembro 26, 2016 8 anos 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 function creatureSayCallback(cid, type, msg) if(not npcHandler:isFocused(cid)) then return false end local talkUser,msg = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid,msg:lower() local level, storage = 8, 437369 local class = {["mage"] = 1,["savage"] = 2, ["warrior"] = 3} -- defina as classes if (msgcontains(msg, 'vocation') or msgcontains(msg, 'class')) then npcHandler:say("So you are a decided one. What is your path? Follow your natural instincts as a {savage}. Bend the elements arround you, become a {mage}. Face and fright your enemies, {warrior}!", cid) talkState[talkUser] = 1 elseif talkState[talkUser] == 1 then if class[msg] then if getPlayerLevel(cid) >= level and getPlayerVocation(cid) <= 0 then setPlayerStorageValue(cid, storage, 1) doPlayerSetVocation(cid, class[msg]) npcHandler:say("Congratulations! You have become a "..msg, cid) talkState[talkUser] = 0 else npcHandler:say("You are not prepared yet. Come back when you get stronger. Reach level "..level..".", cid) talkState[talkUser] = 0 end else npcHandler:say("Sorry, choose a {savage}, {mage} or {warrior}!", cid) end elseif msg == "no" then selfSay("I will be waiting for you when you change your mind", cid) talkState[talkUser] = 0 npcHandler:releaseFocus(cid) end return true end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new()) fala assim: hi class ou vocation fala o nome da vocação, exemplo: savage Editado Dezembro 26, 2016 8 anos por Vodkart (veja o histórico de edições) [*Ninguém será digno do sucesso se não usar suas derrotas para conquistá-lo.*] DISCORD: vodkart#6090
Postado Dezembro 26, 2016 8 anos 27 minutos atrás, Vodkart disse: 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 function creatureSayCallback(cid, type, msg) if(not npcHandler:isFocused(cid)) then return false end local talkUser,msg = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid,msg:lower() local level, storage = 8, 437369 local class = {["mage"] = 1,["savage"] = 2, ["warrior"] = 3} -- defina as classes if (msgcontains(msg, 'vocation') or msgcontains(msg, 'class')) then npcHandler:say("So you are a decided one. What is your path? Follow your natural instincts as a {savage}. Bend the elements arround you, become a {mage}. Face and fright your enemies, {warrior}!", cid) talkState[talkUser] = 1 elseif talkState[talkUser] == 1 then if class[msg] then if getPlayerLevel(cid) >= level and getPlayerVocation(cid) <= 0 then setPlayerStorageValue(cid, storage, 1) doPlayerSetVocation(cid, class[msg]) npcHandler:say("Congratulations! You have become a "..msg, cid) talkState[talkUser] = 0 else npcHandler:say("You are not prepared yet. Come back when you get stronger. Reach level "..level..".", cid) talkState[talkUser] = 0 end else npcHandler:say("Sorry, choose a {savage}, {mage} or {warrior}!", cid) end elseif msg == "no" then selfSay("I will be waiting for you when you change your mind", cid) talkState[talkUser] = 0 npcHandler:releaseFocus(cid) end return true end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new()) fala assim: hi class ou vocation fala o nome da vocação, exemplo: savage Pow man da pra ti me ajuda no meu topico pf
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