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Promotion


hugajuga

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Estou com o mapa Real Server 3.3 Versao 8.6, criei um druid para testalo.

Quando fui compra promotion para virar Elder druid com o npc King Tibianu, eu continuei a ser druid pagando a ele 20k.

alguem pode me ajudar a arrumar esse bug ;x

 

 

 

Npc:

<?xml version="1.0" encoding="UTF-8"?>

<npc name="King Tibianus" script="data/npc/scripts/Sell/promotion.lua" walkinterval="2000" floorchange="0">

<health now="100" max="100"/>

<look type="332" head="21" body="87" legs="107" feet="95" addons="0"/>

<parameters>

<parameter key="message_greet" value="Hi there, how's it hanging, |PLAYERNAME|!"/>

<parameter key="message_farewell" value="Good bye, |PLAYERNAME|!"/>

<parameter key="module_keywords" value="1" />

<parameter key="keywords" value="hail king;job;promotion;" />

<parameter key="keyword_reply1" value="I greet thee, my loyal subject |PLAYERNAME|." />

<parameter key="keyword_reply2" value="I am your sovereign, King Tibianus III, and it's my duty to provide justice and guidance for my subjects." />

<parameter key="keyword_reply3" value="Do you want to be promoted in your vocation for 20000 gold?" />

 

<parameter key="module_shop" value="1"/>

<parameter key="shop_sellable" value="" />

<parameter key="shop_buyable" value="" />

</parameters>

</npc>

 

 

Script:

 

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

 

local node1 = keywordHandler:addKeyword({'promot'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can promote you for 20000 gold coins. Do you want me to promote you?'})

node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, level = 20, promotion = 1, text = 'Congratulations! You are now promoted.'})

node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})

--[[

local node2 = keywordHandler:addKeyword({'epic'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can epicize you for 200000 gold coins. Do you want me to epicize you?'})

node2:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 200000, level = 120, promotion = 2, text = 'Congratulations! You are now epicized.'})

node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})

]]--

 

npcHandler:addModule(FocusModule:new())

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Olá amigo,

 

Tente assim no King Tibianus:

 

 

<?xml version="1.0" encoding="UTF-8"?> <npc name="King Tibianus" script="data/npc/scripts/Sell/promotion.lua" walkinterval="2000" floorchange="0"> <health now="100" max="100"/> <look type="332" head="21" body="87" legs="107" feet="95" addons="0"/> <parameters> <parameter key="message_greet" value="Hi there, how's it hanging, |PLAYERNAME|!"/> <parameter key="message_farewell" value="Good bye, |PLAYERNAME|!"/> <parameter key="module_keywords" value="1" /> <parameter key="keywords" value="hail king;job;promotion;" /> <parameter key="keyword_reply1" value="I greet thee, my loyal subject |PLAYERNAME|." /> <parameter key="keyword_reply2" value="I am your sovereign, King Tibianus III, and it's my duty to provide justice and guidance for my subjects." /> <parameter key="keyword_reply3" value="Do you want to be promoted in your vocation for 20000 gold?" /> <parameter key="module_shop" value="1"/> <parameter key="shop_sellable" value="" /> <parameter key="shop_buyable" value="" /> </parameters> </npc>

 

 

E no script da promotion tente colocar o seguinte ,

 

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 local node1 = keywordHandler:addKeyword({'promot'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can promote you for 20000 gold coins. Do you want me to promote you?'}) node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, level = 20, promotion = 1, text = 'Congratulations! You are now promoted.'}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true}) --[[ local node2 = keywordHandler:addKeyword({'epic'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can epicize you for 200000 gold coins. Do you want me to epicize you?'}) node2:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 200000, level = 120, promotion = 2, text = 'Congratulations! You are now epicized.'}) node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true}) ]]-- npcHandler:addModule(FocusModule:new())

 

 

Espero ter ajudado , :thumbsupsmiley2: se não der avise que estarei pesquisando sobre tal assunto :positive: .

Editado por Stiehlerziin
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