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[action] Sistema De Casamento Para 0.3.5 Pl1


dgprado

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Bom, Godely criou este script para TFS mas era um pouco antigo, e nao fumfava no TFS 0.3.5. Entao ScorpiOOn93 arrumou e agora funfa no 0.3.4 & 0.3.5. Eu apenas traduzi o txt e testei o script e claro, entao posso garantir que funfa 101%.

 

 

Adicione estas tags nos seu function.lua:

 

function getPlayerMarriage(player)
local rows = db.getResult("SELECT `marriage` FROM `players` WHERE `id` = " .. player .. ";")
local marry = rows:getDataInt("marriage")
if marry ~= 0 then
	return marry
else
	return FALSE
end
end

function addMarryStatus(player,partner)
db.executeQuery("UPDATE `players` SET `marrystatus` = " .. partner .. " WHERE `id` = " .. player .. ";")
return TRUE
end

function doCancelMarryStatus(player)
db.executeQuery("UPDATE `players` SET `marrystatus` = 0 WHERE `id` = " .. player .. ";")
return TRUE
end

function getMarryStatus(player)
local stat = db.getResult("SELECT `id` FROM `players` WHERE `marrystatus` = " .. player .. ";")
if(stat:getID() == -1) then
	return FALSE
else
	local info = stat:getDataInt("id")
	return info
end
end

function getOwnMarryStatus(player)
local stat = db.getResult("SELECT `marrystatus` FROM `players` WHERE `id` = " .. player .. ";")
if(stat:getID() == -1) then
	return FALSE
else
	local info = stat:getDataInt("marrystatus")
	return info
end
end

function isOnline(player)
local rows = db.getResult("SELECT `online` FROM `players` WHERE `id` = " .. player .. ";")
local on = rows:getDataInt("online")
if on ~= 0 then
	return TRUE
else
	return FALSE
end
end

 

Agora va na pasta data/npc e crie um arquivo chamado: Priest.lua

 

<?xml version="1.0" encoding="UTF-8"?>  
<npc name="Priest" script="data/npc/scripts/wedding.lua" access="3" lookdir="2">
<mana now="800" max="800"/>
<health now="200" max="200"/>
<look type="57" head="20" body="30" legs="40" feet="50"/>
</npc>

 

Agora va na pasta data/xml/outfits.xml e adicione isto:

(Cuidado: se voce ja tiver algum outfit com a id 34 voce deve mudar esta id daqui, e a id do outfit no priest.lua)

 

<outfit id="34" default="0">
<list gender="0" lookType="329" name="Wife"/>
<list gender="1" lookType="328" name="Husband"/>
</outfit>

 

obs: Caso voce ja tenha o wending outfit adicionado com outra id, para evitar problemas voce pode trocar as tags que ja estao la por esta aki, mantendo a mesma id no lugar da "id 22" desta tag:

 

<outfit id="22" premium="no">
	<list gender="0" lookType="264" name="monster"/>
               <list gender="1" lookType="255" name="monster"/>
</outfit>

 

Agora na na pasta data/npc/scripts e crie um aquivo chamado: wedding.lua

 

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 = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid

if msgcontains(msg, 'marry') or msgcontains(msg, 'marriage') then
	if getPlayerStorageValue(cid,3066) == -1 then
		selfSay('Would you like to get married?', cid)
		talkState[talkUser] = 1
	elseif getPlayerStorageValue(cid,3066) == 1 then
		local fid = getPlayerGUID(cid)
		local marrystatus = getOwnMarryStatus(fid)
		if marrystatus ~= 0 then
			local newpartner = getPlayerNameByGUID(marrystatus)
			selfSay('You already set a wedding date with {' .. newpartner .. '}, now I must talk to your partner. Do you want to {cancel} it?', cid)
			talkState[talkUser] = 5
		else
			setPlayerStorageValue(cid,3066,-1)
			selfSay('Would you like to get married?', cid)
			talkState[talkUser] = 1
		end
	elseif getPlayerStorageValue(cid,3066) == 2 then
		selfSay('You are already married. If you want to {divorce}, just say it.', cid)
		talkState[talkUser] = 0
	end

elseif msgcontains(msg, 'divorce') then
	if getPlayerStorageValue(cid,3066) == 2 then
		selfSay('Would you like to divorce of your partner?', cid)
		talkState[talkUser] = 6
	else
		selfSay('You are not married. If you want to get married, just say {marry}.', cid)
		talkState[talkUser] = 0
	end
end

if talkState[talkUser] == 1 then
	if msgcontains(msg, 'yes') then
		local fid = getPlayerGUID(cid)
		local marrystatus = getMarryStatus(fid)
		if marrystatus == FALSE then
			selfSay('And what\'s the name of your future partner?', cid)
			talkState[talkUser] = 2
		else
			local marryname = getPlayerNameByGUID(marrystatus)
			selfSay('{' .. marryname .. '} has set a wedding date with you. Do you want to {proceed} or {cancel} the wedding?', cid)
			talkState[talkUser] = 4
		end
	end

elseif talkState[talkUser] == 2 then
	local p = msg
	local player = getPlayerName(cid)
	local fid = getPlayerGUID(cid)
	local sid = getPlayerGUIDByName(p)
	if sid == 0 then
		selfSay('A player with that name does not exists.', cid)
		talkState[talkUser] = 0
	elseif sid == fid then
		selfSay('Don\'t worry, you will always be married with yourself, kid.', cid)
		talkState[talkUser] = 0
	else
		local marrystatus = getMarryStatus(fid)
		local pmarriage = getPlayerMarriage(sid)
		local ownstatus = getOwnMarryStatus(cid)
		if pmarriage == FALSE then
			if marrystatus == FALSE then
				if ownstatus == FALSE then
					setPlayerStorageValue(cid,3066,1)
					addMarryStatus(fid,sid)
					selfSay('You\'ve just set a wedding date with {' .. p .. '}.', cid)
					talkState[talkUser] = 0
				else
					local partnername = getPlayerNameByGUID(ownstatus)
					selfSay('{' .. p .. '} has already set a wedding date with {' .. partnername .. '}.', cid)
					talkState[talkUser] = 0
				end
			else
				local marryname = getPlayerNameByGUID(marrystatus)
				selfSay('{' .. marryname .. '} has set a wedding date with you. Do you want to {proceed} or {cancel} the wedding?', cid)
				talkState[talkUser] = 4
			end
		else
			local pname = getPlayerNameByGUID(pmarriage)
			selfSay('Sorry, but {' .. p .. '} is already married to {' .. pname .. '}.', cid)
			talkState[talkUser] = 0
		end
	end

elseif talkState[talkUser] == 4 then
	if msgcontains(msg, 'proceed') then
		local fid = getPlayerGUID(cid)
		local sid = getMarryStatus(fid)
		local marryname = getPlayerNameByGUID(sid)
		local pid = getPlayerByNameWildcard(marryname)
		if isOnline(fid) == TRUE and isOnline(sid) == TRUE then
			local tmf = getCreaturePosition(cid)
			local	tms = getCreaturePosition(pid)
			local text = {'I love you!','My love!','Baby dear!'}
			local chance1 = math.random(1,table.getn(text))
			local chance2 = math.random(1,table.getn(text))
			local dateFormat = "%A %d"..getMonthDayEnding(os.date("%d")).." %B %Y"
                               local ring = doPlayerAddItem(cid,2121,1)
                               local ring2 = doPlayerAddItem(pid,2121,1)
		if getDistanceBetween(tmf, tms) <= 3 then
                       if doPlayerRemoveItem(cid, 2121, 1) == TRUE and doPlayerRemoveItem(pid, 2121, 1) == TRUE then
				setPlayerStorageValue(cid,3066,2)
				setPlayerStorageValue(pid,3066,2)
				doCancelMarryStatus(fid)
				doCancelMarryStatus(sid)
				setPlayerPartner(cid,sid)
				setPlayerPartner(pid,fid)
                                       doPlayerAddOutfitId(cid,34,0)
                                       doPlayerAddOutfitId(pid,34,0)
                                       doSetItemSpecialDescription(ring, "" .. getCreatureName(cid) .. " & " .. getCreatureName(pid) .. " forever - married on " ..os.date(dateFormat).. ".")
                                       doSetItemSpecialDescription(ring2, "" .. getCreatureName(cid) .. " & " .. getCreatureName(pid) .. " forever - married on " ..os.date(dateFormat).. ".")
				doCreatureSay(cid, text[chance1], TALKTYPE_ORANGE_1)
				doCreatureSay(pid, text[chance2], TALKTYPE_ORANGE_1)
				doSendMagicEffect(tmf, 35)
				doSendMagicEffect(tms, 35)
				selfSay('Congratulations! Now you may kiss your partner! Everytime you wanna make this effect, just say {love}. You must be close to your partner.', cid)
				talkState[talkUser] = 0
				else
			selfSay('You and your new partner need a wedding ring to get married.', cid)
			talkState[talkUser] = 0
		end
			else
				selfSay('Your partner must be close to you so you can marry!', cid)
				talkState[talkUser] = 0
			end
		else
			selfSay('You and your new partner must be online at the same time.', cid)
			talkState[talkUser] = 0
		end



	elseif msgcontains(msg, 'cancel') then
		local fid = getPlayerGUID(cid)
		local sid = getMarryStatus(fid)
		local marryname = getPlayerNameByGUID(sid)
		local pid = getPlayerByNameWildcard(marryname)
		if isOnline(sid) == TRUE then
			setPlayerStorageValue(pid,3066,-1)
		end
		doCancelMarryStatus(sid)
		selfSay('You just canceled your wedding date with {' .. marryname .. '}.', cid)
		talkState[talkUser] = 0
	end

elseif talkState[talkUser] == 5 then
	if msgcontains(msg, 'cancel') or msgcontains(msg, 'yes') then
		local fid = getPlayerGUID(cid)
		setPlayerStorageValue(cid,3066,-1)
		doCancelMarryStatus(fid)
		talkState[talkUser] = 0
	end

elseif talkState[talkUser] == 6 then
	if msgcontains(msg, 'yes') then
		local fid = getPlayerGUID(cid)
		local sid = getPlayerPartner(cid)
		local marryname = getPlayerNameByGUID(sid)
		local pid = getPlayerByNameWildcard(marryname)
		if (isOnline(fid) == TRUE and isOnline(sid) == TRUE) then
			setPlayerStorageValue(cid,3066,-1)
			setPlayerStorageValue(pid,3066,-1)
			setPlayerPartner(cid,0)
			setPlayerPartner(pid,0)
                               doPlayerAddOutfitId(cid,34,-1)
                               doPlayerAddOutfitId(pid,34,-1)
			selfSay('You\'ve just divorced of your old partner.', cid)
			talkState[talkUser] = 0
		else
			selfSay('You and your new partner must be online at the same time.', cid)
			talkState[talkUser] = 0
		end
	end

end
return TRUE
end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

Agora va na guia sql do seu myphpadmin e adicione esta coluna à tabela players:

 

 ALTER TABLE `players` ADD `marrystatus` INT UNSIGNED NOT NULL DEFAULT '0' AFTER `marriage` ;

 

Em data/talkactions/talkactions.xml adicione :

 

<talkaction words="love" script="love.lua"/>

 

Em data/talkactions/scripts crie um arquivo chamadolove.lua:

 

 function onSay(cid, words, param)
-- Exhausted Settings --
local exhausted_seconds = 1 -- How many seconds player will be exhausted --
local exhausted_storagevalue = 9847 -- Storage Value to store exhaust. It MUST be unused! --
-- Exhausted Settings END --


local text = {'I love you!','My love!','Baby dear!'}
local chance1 = math.random(1,table.getn(text))
local chance2 = math.random(1,table.getn(text))
local sid = getPlayerPartner(cid)
if sid > 0 then
	if isOnline(sid) == TRUE then
		local sname = getPlayerNameByGUID(sid)
		local pid = getPlayerByNameWildcard(sname)
		local tmf = getCreaturePosition(cid)
		local	tms = getCreaturePosition(pid)
		if getDistanceBetween(tmf, tms) <= 3 then
                       if(os.time() > getPlayerStorageValue(cid, exhausted_storagevalue)) then
                               setPlayerStorageValue(cid, exhausted_storagevalue, os.time() + exhausted_seconds)
			doCreatureSay(cid, text[chance1], TALKTYPE_ORANGE_1)
			doCreatureSay(pid, text[chance2], TALKTYPE_ORANGE_1)
			doSendMagicEffect(tmf, 35)
			doSendMagicEffect(tms, 35)
                                     else
                               doPlayerSendCancel(cid, "You are exhausted.")
			return TRUE
		end
	end
end
end
end

 

Pronto sistem de casamento adicionado.

 

Como isto funciona ?

 

PLAYER1 vai ate o NPC e comece a conversa.
PLAYER1: Hi
PLAYER1: marry
PLAYER1: yes
PLAYER1: NAME_OF_PLAYER2
Agora um "marry status" sera setado para o PLAYER1 com a id do PLAYER2. Agora,o PLAYER2 vai ate o NPC e começa a conversa:
PLAYER2: Hi
PLAYER2: marry
PLAYER2: yes
PLAYER2: proceed 

 

Voce podera se divorciar caso o casorio nao de certo (heheheheh), e cada um dos 2 players precisa ter um wendding ring para poder casar.Quando voce se casa voce ganha o mariage outfit, quando voce se divorcia voce o perde.Este script trabalha em conjunto com o Gesior acc maker.

 

Todos os creditos sao de Godely e ScorpiOOn93.

 

Este procedimento serve para o TFS 0.3.5 pl1 algumas mudanças sao necessarias para usar no 0.3.4, mas ja existe aki no forum se nao me engano.

Editado por dgprado
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