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    [Pedido] Npc Oldrak no funciona "Para Demon Oak Quest"

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    Invitado

    Anonymous
    Invitado
    Bueno, ultimamente he querido hacer la quest Demon Oak, pero el npc Oldrak tiene un bug, al hablarle no responde nada, aqui una foto




    [Pedido] Npc Oldrak no funciona "Para Demon Oak Quest" 2m4dq34




    Aqui Oldrak.lua





    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 " .. getTibianTime() .. "."})

    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())







    Y aqui Oldrak.xml



    <?xml version="1.0" encoding="UTF-8"?>
    <npc name="Oldrak" script="Oldrak.lua" walkinterval="2000" floorchange="0">
        <health now="150" max="150"/>
        <look type="57" head="115" body="113" legs="31" feet="38" addons="3"/>
        <parameters>
            <parameter key="message_greet" value="Welcome |PLAYERNAME|! Rarely I can welcome visitors in these days."/>
            <parameter key="message_walkaway" value="Take care, it's dangerous out there."/>
            <parameter key="message_farewell" value="Good bye, |PLAYERNAME|!"/>
        </parameters>
    </npc>





    Espero que me puedan ayudar...

    [Admin] God Maya

    [Admin] God Maya
    Administrador
    Administrador
    aqui lo tienes si no te funciona es por que tienes uns ervidor incompleto

    Código:
    dofile('data/lib/demonOakQuest.lua')

    local keywordHandler = KeywordHandler:new()
    local npcHandler = NpcHandler:new(keywordHandler)
    NpcSystem.parseParameters(npcHandler)

    local start_storage = 1013
     
    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, onlyFocus = true, text = "I guard this humble temple as a monument for the order of the nightmare knights."})
    keywordHandler:addKeyword({'name'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "My name is Oldrak."})
    keywordHandler:addKeyword({'monster'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "These plains are not safe for ordinary travellers. It will take heroes to survive here."})
    keywordHandler:addKeyword({'help'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "I can't help you, sorry!"})
    keywordHandler:addKeyword({'goshnar'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, text = "They learned the ancient art of dreamwalking from some elves they befriended."})
    keywordHandler:addKeyword({'dreamwalking'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, text = "Before the battles raged across them, they were called the fair plains."})
    keywordHandler:addKeyword({'tibia'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "That's where we are. The world of Tibia."})
    keywordHandler:addKeyword({'god'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "They created Tibia and all life on it ... and unlife, too."})
    keywordHandler:addKeyword({'unlife'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "Beware the foul undead!"})
    keywordHandler:addKeyword({'undead'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "Beware the foul undead!"})
    keywordHandler:addKeyword({'excalibug'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "A weapon of myth and legend. It was lost in ancient times ... perhaps lost forever."})
    keywordHandler:addKeyword({'hugo'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, 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, onlyFocus = true, 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, onlyFocus = true, text = "I can offer you the holy tible for a small fee."})
    keywordHandler:addKeyword({'trade'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "I can offer you the holy tible for a small fee."})
    keywordHandler:addKeyword({'sell'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "I can offer you the holy tible for a small fee."})
    keywordHandler:addKeyword({'buy'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "I can offer you the holy tible for a small fee."})
    keywordHandler:addKeyword({'have'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "I can offer you the holy tible for a small fee."})
    keywordHandler:addKeyword({'time'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = "Now, it is "..getTibianTime().."."})
     
    function creatureSayCallback(cid, type, msg)
       local player = Player(cid)
         if (not npcHandler:isFocused(cid)) then
          return false
       end
       if  (msgcontains(msg, 'mission') or msgcontains(msg, 'demon oak')) then
          if(player:getStorageValue(storages.done) < 1 and player:getStorageValue(start_storage) < 2) then
             npcHandler:say("How do you know? Did you go into the infested area?", cid)
             npcHandler.topic[cid] = 1
          elseif (player:getStorageValue(start_storage) == 2 and player:getStorageValue(storages.done) < 1) then
             npcHandler:say("You better don't return here until you've defeated the Demon Oak.", cid)   
          elseif (player:getStorageValue(storages.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, 0, 1, 7000)
             player:setStorageValue(storages.done, 2)
          end
       elseif (msgcontains(msg, 'yes') and npcHandler.topic[cid] == 1) then
          if (player:getStorageValue(start_storage) == 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(start_storage, 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') or msgcontains(msg, 'hallowed axe')) then
          if (player:getStorageValue(start_storage) == 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(start_storage) == 2) then
             if (player:removeMoney(1000)) then
                  if (player:removeItem(2386, 1))  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)
                   doSendMagicEffect(getThingPos(getNpcCid()), 49)
                       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_GREET, greetCallback)
    npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
    npcHandler:addModule(FocusModule:new())



    [Pedido] Npc Oldrak no funciona "Para Demon Oak Quest" YNU5B25
    http://www.tibiaface.com

    Invitado

    Anonymous
    Invitado
    Funciono! Tema resuelto @Maya
    Gracias

    Contenido patrocinado


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