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Npc De Casamento


pnonopuq

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Boa tarde pessoal

 

Eu tenho esse script aqui do meu npc de casamento:

 

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)
			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 isOnline(fid) == TRUE and isOnline(sid) == TRUE then
		if getDistanceBetween(tmf, tms) <= 3 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('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())

 

Meu pedido é assim. Quando os jogadores se casarem eles ganhem o outfit de husband se for homem e wife se for mulher. A unica forma de conseguir esses outfits serao dessa maneira (como eu faria para tirar esses outfits para outros jogadores? outfits.xml?). Quando eles finalmente se casarem, o npc muda o outfit atual deles para o de husband/wife que nem no global =D

 

Att.

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  • 1 year later...

<outfit id="23" [b]default="0"[/b]>
<list gender="0" lookType="329" name="Wife"/>
<list gender="1" lookType="328" name="Husband"/>
</outfit>

 

 

 

Se voce remover a tag em negrito, o Outfit fica livre quando o player entra na opção de trocar o outfit!

No caso:

 

 

 

 

<outfit id="23">
<list gender="0" lookType="329" name="Wife"/>
<list gender="1" lookType="328" name="Husband"/>
</outfit>

 

 

 

Se deixar como está, ele só dará o outfit, se for casado!

Também tem a opção de apenas ser usada por premmys:

 

 

 

 

<outfit id="23" premium="yes" default="0">
<list gender="0" lookType="329" name="Wife"/>
<list gender="1" lookType="328" name="Husband"/>
</outfit>

 

 

 

 

OBS: Obrigado pelo script, tava precizando!

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