Postado Outubro 4, 2017 7 anos Não consigo ter acesso a demon oak através do NPC Oldrak Eu acho que eu sei qual é o problema porem não sei como adicionar a lib da demon oak ao script do NPC Oldrak Nome da lib para adicionar no Script do NPC é demonOakQuest Citar 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 keywordHandler:addKeyword({'job'}, StdModule.say, {npcHandler = npcHandler, text = "I guard this humble temple as a monument for the order of the nightmare knights."}) keywordHandler:addKeyword({'name'}, StdModule.say, {npcHandler = npcHandler, text = "My name is Oldrak."}) keywordHandler:addKeyword({'monster'}, StdModule.say, {npcHandler = npcHandler, text = "These plains are not safe for ordinary travellers. It will take heroes to survive here."}) keywordHandler:addKeyword({'help'}, StdModule.say, {npcHandler = npcHandler, text = "I can't help you, sorry!"}) keywordHandler:addKeyword({'goshnar'}, StdModule.say, {npcHandler = npcHandler, text = "The greatest necromant who ever cursed our land with the steps of his feet. He was defeated by the nightmare knights."}) keywordHandler:addKeyword({'nightmare'}, StdModule.say, {npcHandler = npcHandler, text = "This ancient order was created by a circle of wise humans who were called 'the dreamers'. The order became extinct a long time ago."}) keywordHandler:addKeyword({'extinct'}, StdModule.say, {npcHandler = npcHandler, text = "Many perished in their battles against evil, some went mad, not able to stand their nightmares any longer. Others were seduced by the darkness."}) keywordHandler:addKeyword({'dreamers'}, StdModule.say, {npcHandler = npcHandler, text = "They learned the ancient art of dreamwalking from some elves they befriended."}) keywordHandler:addKeyword({'dreamwalking'}, StdModule.say, {npcHandler = npcHandler, text = "While the dreamwalkers of the elves experienenced the brightest dreams of pleasure, the humans strangely had dreams of dark omen."}) keywordHandler:addKeyword({'omen'}, StdModule.say, {npcHandler = npcHandler, text = "They dreamed of doom, destruction, talked to dead, tormented souls, and gained unwanted insight into the schemes of darkness."}) keywordHandler:addKeyword({'schemes'}, StdModule.say, {npcHandler = npcHandler, text = "They figured out how to interpret their dark dreams and so could foresee the plans of the dark gods and their minions."}) keywordHandler:addKeyword({'plan'}, StdModule.say, {npcHandler = npcHandler, text = "Using this knowledge they formed an order to thwart these plans, and because they battled their nightmares as brave as knights, they named their order accordingly."}) keywordHandler:addKeyword({'necromant'}, StdModule.say, {npcHandler = npcHandler, text = "It is rumoured to open the entrance to the pits of inferno, also called the nightmare pits. Even if I knew about this secret I wouldn't tell you."}) keywordHandler:addKeyword({'havok'}, StdModule.say, {npcHandler = npcHandler, text = "Before the battles raged across them, they were called the fair plains."}) keywordHandler:addKeyword({'tibia'}, StdModule.say, {npcHandler = npcHandler, text = "That's where we are. The world of Tibia."}) keywordHandler:addKeyword({'god'}, StdModule.say, {npcHandler = npcHandler, text = "They created Tibia and all life on it ... and unlife, too."}) keywordHandler:addKeyword({'unlife'}, StdModule.say, {npcHandler = npcHandler, text = "Beware the foul undead!"}) keywordHandler:addKeyword({'undead'}, StdModule.say, {npcHandler = npcHandler, text = "Beware the foul undead!"}) keywordHandler:addKeyword({'excalibug'}, StdModule.say, {npcHandler = npcHandler, text = "A weapon of myth and legend. It was lost in ancient times ... perhaps lost forever."}) keywordHandler:addKeyword({'hugo'}, StdModule.say, {npcHandler = npcHandler, text = "Ah, the bane of the Plains of Havoc, the hidden beast, the unbeatable foe. I live here for years and I am sure it's only a myth."}) keywordHandler:addKeyword({'yenny'}, StdModule.say, {npcHandler = npcHandler, text = "Yenny, known as the Gentle, was one of most powerfull magicwielders in ancient times and known throughout the world for her mercy and kindness."}) keywordHandler:addKeyword({'offer'}, StdModule.say, {npcHandler = npcHandler, text = "I can offer you the holy tible for a small fee."}) keywordHandler:addKeyword({'trade'}, StdModule.say, {npcHandler = npcHandler, text = "I can offer you the holy tible for a small fee."}) keywordHandler:addKeyword({'sell'}, StdModule.say, {npcHandler = npcHandler, text = "I can offer you the holy tible for a small fee."}) keywordHandler:addKeyword({'buy'}, StdModule.say, {npcHandler = npcHandler, text = "I can offer you the holy tible for a small fee."}) keywordHandler:addKeyword({'have'}, StdModule.say, {npcHandler = npcHandler, text = "I can offer you the holy tible for a small fee."}) keywordHandler:addKeyword({'time'}, StdModule.say, {npcHandler = npcHandler, text = "Now, it is |TIME|."}) local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if msgcontains(msg, 'mission') or msgcontains(msg, 'demon oak') then if player:getStorageValue(Storage.DemonOak.Done) < 1 and player:getStorageValue(Storage.DemonOak.Progress) < 2 then npcHandler:say("How do you know? Did you go into the infested area?", cid) npcHandler.topic[cid] = 1 elseif player:getStorageValue(Storage.DemonOak.Progress) == 2 and player:getStorageValue(Storage.DemonOak.Done) < 1 then npcHandler:say("You better don't return here until you've defeated the Demon Oak.", cid) elseif player:getStorageValue(Storage.DemonOak.Done) == 1 then npcHandler:say({ "You chopped down the demon oak?!? Unbelievable!! Let's hope it doesn't come back. As long as evil is still existent in the soil of the plains, it won't be over. Still, the demons suffered a setback, that's for sure. ...", "For your brave action, I tell you a secret which has been kept for many many years. There is an old house south of the location where you found the demon oak. There should be a grave with the name 'Yesim Adeit' somewhere close by. ...", "It belongs to a Daramian nobleman named 'Teme Saiyid'. I knew him well and he told me -almost augured- that someone will come who is worthy to obtain his treasure. I'm sure this 'someone' is you. Good luck in finding it!" }, cid) player:setStorageValue(Storage.DemonOak.Done, 2) end elseif msgcontains(msg, 'yes') and npcHandler.topic[cid] == 1 then if player:getStorageValue(Storage.DemonOak.Progress) == 1 then npcHandler:say("A demon oak?!? <mumbles some blessings> May the gods be on our side. You'll need a {hallowed axe} to harm that tree. Bring me a simple {axe} and I'll prepare it for you.",cid) player:setStorageValue(Storage.DemonOak.Progress, 2) npcHandler.topic[cid] = 0 else npcHandler:say("I don't believe a word of it! How rude to lie to a monk!",cid) npcHandler.topic[cid] = 0 end elseif msgcontains(msg, 'axe') then if player:getStorageValue(Storage.DemonOak.Progress) == 2 then npcHandler:say("Ahh, you've got an axe. Very good. I can make a hallowed axe out of it. It will cost you... er... a donation of 1,000 gold. Alright?",cid) npcHandler.topic[cid] = 2 else npcHandler:say("You have to first talk about {demon oak} or the {mission} before we continue.",cid) npcHandler.topic[cid] = 0 end elseif msgcontains(msg, 'yes') and npcHandler.topic[cid] == 2 then if player:getStorageValue(Storage.DemonOak.Progress) == 2 then if player:getMoney() >= 1000 then if player:removeItem(2386, 1) and player:removeMoney(1000) then npcHandler:say("Let's see....<mumbles a prayer>....here we go. The blessing on this axe will be absorbed by all the demonic energy around here. I presume it will not last very long, so better hurry. Actually, I can refresh the blessing as often as you like.",cid) player:addItem(8293, 1) Npc():getPosition():sendMagicEffect(CONST_ME_YELLOWENERGY) npcHandler.topic[cid] = 0 else npcHandler:say("There is no axe with you.",cid) npcHandler.topic[cid] = 0 end else npcHandler:say("There is not enough of money with you.",cid) npcHandler.topic[cid] = 0 end end elseif msgcontains(msg, 'no') and npcHandler.topic[cid] == 1 then npcHandler:say("What a pity! Let me know when you managed to get in there. Maybe I can help you when we know what we are dealing with.",cid) npcHandler.topic[cid] = 0 elseif msgcontains(msg, 'no') and npcHandler.topic[cid] == 2 then npcHandler:say("No then.",cid) npcHandler.topic[cid] = 0 end return true end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new()) Editado Outubro 4, 2017 7 anos por joaobenhur (veja o histórico de edições)
Postado Outubro 4, 2017 7 anos Autor 3 horas atrás, Enzo Caue disse: otx do malucooo? Otx? não entendi
Postado Outubro 4, 2017 7 anos Autor Estou usando scripts do G[10.91] Absolute & Ciroc [FREE VERSION] E a base é LKing Server.
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