7:30 Bought 0x super ultimate healing rune for 0 gold.
fica comprando de 1 em 1 sem gastar nada!
Vou testar o do oneshot e ja deixo a resposta aki!
O meu nao tem isso aki esta o script do npcsysten!
-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse.
-- Initial release date: 2007-02-21
-- Credits: Jiddo, honux(I'm using a modified version of his Find function).
-- Please include full credits whereever you use this system, or parts of it.
-- For support, questions and updates, please consult the following thread:
-- http://otfans.net/showthread.php?t=67810
if(NpcSystem == nil) then
-- Loads the underlying classes of the npcsystem.
dofile('data/npc/scripts/lib/npcsystem/keywordhandler.lua')
dofile('data/npc/scripts/lib/npcsystem/queue.lua')
dofile('data/npc/scripts/lib/npcsystem/npchandler.lua')
dofile('data/npc/scripts/lib/npcsystem/modules.lua')
-- Global npc constants:
-- Keyword nestling behavior. For more information look at the top of keywordhandler.lua
KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED
-- Gerrting and unGreeting keywords. For mor information look at the top of modules.lua
FOCUS_GREETWORDS = {'hi', 'hello'}
FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}
-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua
SHOP_YESWORD = {'yes'}
SHOP_NOWORD = {'no'}
-- Pattern used to get the amount of an item a player wants to buy/sell.
PATTERN_COUNT = '%d+'
-- Talkdelay behavior. For mor information, look at the top of npchandler.lua.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK
-- Constant strings defining the keywords to replace in the default messages.
-- For more information, look at the top of npchandler.lua...
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'
NpcSystem = {
--
}
-- Gets an npcparameter with the specified key. Returns nil if no such parameter is found.
function NpcSystem.getParameter(key)
local ret = getNpcParameter(tostring(key))
if((type(ret) == 'number' and ret == 0) or ret == nil) then
return nil
else
return ret
end
end
-- Parses all known parameters for the npc. Also parses parseable modules.
function NpcSystem.parseParameters(npcHandler)
local ret = NpcSystem.getParameter('idletime')
if(ret ~= nil) then
npcHandler.idleTime = tonumber(ret)
end
local ret = NpcSystem.getParameter('talkradius')
if(ret ~= nil) then
npcHandler.talkRadius = tonumber(ret)
end
local ret = NpcSystem.getParameter('talkdelaytime')
if(ret ~= nil) then
npcHandler.talkDelayTime = tonumber(ret)
end
local ret = NpcSystem.getParameter('message_greet')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_GREET, ret)
end
local ret = NpcSystem.getParameter('message_farewell')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_FAREWELL, ret)
end
local ret = NpcSystem.getParameter('message_buy')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_BUY, ret)
end
local ret = NpcSystem.getParameter('message_sell')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_SELL, ret)
end
local ret = NpcSystem.getParameter('message_onbuy')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ONBUY, ret)
end
local ret = NpcSystem.getParameter('message_onsell')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ONSELL, ret)
end
local ret = NpcSystem.getParameter('message_needmoremoney')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NEEDMOREMONEY, ret)
end
local ret = NpcSystem.getParameter('message_nothaveitem')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NOTHAVEITEM, ret)
end
local ret = NpcSystem.getParameter('message_idletimeout')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret)
end
local ret = NpcSystem.getParameter('message_walkaway')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_WALKAWAY, ret)
end
local ret = NpcSystem.getParameter('message_alreadyfocused')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret)
end
local ret = NpcSystem.getParameter('message_placedinqueue')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret)
end
local ret = NpcSystem.getParameter('message_decline')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_DECLINE, ret)
end
-- Parse modules.
for parameter, module in pairs(Modules.parseableModules) do
local ret = NpcSystem.getParameter(parameter)
if(ret ~= nil) then
local number = tonumber(ret)
if(number ~= 0 and module.parseParameters ~= nil) then
local instance = module:new()
npcHandler:addModule(instance)
instance:parseParameters()
end
end
end
end
end
info
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Char no Tibia: Mr Guii
Coloquei aki mais ainda está comprando!
Compra de 1 em 1 sem gastar nada!
7:30 Bought 0x super ultimate healing rune for 0 gold.
fica comprando de 1 em 1 sem gastar nada!
Vou testar o do oneshot e ja deixo a resposta aki!
O meu nao tem isso aki esta o script do npcsysten!
-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse. -- Initial release date: 2007-02-21 -- Credits: Jiddo, honux(I'm using a modified version of his Find function). -- Please include full credits whereever you use this system, or parts of it. -- For support, questions and updates, please consult the following thread: -- http://otfans.net/showthread.php?t=67810 if(NpcSystem == nil) then -- Loads the underlying classes of the npcsystem. dofile('data/npc/scripts/lib/npcsystem/keywordhandler.lua') dofile('data/npc/scripts/lib/npcsystem/queue.lua') dofile('data/npc/scripts/lib/npcsystem/npchandler.lua') dofile('data/npc/scripts/lib/npcsystem/modules.lua') -- Global npc constants: -- Keyword nestling behavior. For more information look at the top of keywordhandler.lua KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED -- Gerrting and unGreeting keywords. For mor information look at the top of modules.lua FOCUS_GREETWORDS = {'hi', 'hello'} FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'} -- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua SHOP_YESWORD = {'yes'} SHOP_NOWORD = {'no'} -- Pattern used to get the amount of an item a player wants to buy/sell. PATTERN_COUNT = '%d+' -- Talkdelay behavior. For mor information, look at the top of npchandler.lua. NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK -- Constant strings defining the keywords to replace in the default messages. -- For more information, look at the top of npchandler.lua... TAG_PLAYERNAME = '|PLAYERNAME|' TAG_ITEMCOUNT = '|ITEMCOUNT|' TAG_TOTALCOST = '|TOTALCOST|' TAG_ITEMNAME = '|ITEMNAME|' TAG_QUEUESIZE = '|QUEUESIZE|' NpcSystem = { -- } -- Gets an npcparameter with the specified key. Returns nil if no such parameter is found. function NpcSystem.getParameter(key) local ret = getNpcParameter(tostring(key)) if((type(ret) == 'number' and ret == 0) or ret == nil) then return nil else return ret end end -- Parses all known parameters for the npc. Also parses parseable modules. function NpcSystem.parseParameters(npcHandler) local ret = NpcSystem.getParameter('idletime') if(ret ~= nil) then npcHandler.idleTime = tonumber(ret) end local ret = NpcSystem.getParameter('talkradius') if(ret ~= nil) then npcHandler.talkRadius = tonumber(ret) end local ret = NpcSystem.getParameter('talkdelaytime') if(ret ~= nil) then npcHandler.talkDelayTime = tonumber(ret) end local ret = NpcSystem.getParameter('message_greet') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_GREET, ret) end local ret = NpcSystem.getParameter('message_farewell') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_FAREWELL, ret) end local ret = NpcSystem.getParameter('message_buy') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_BUY, ret) end local ret = NpcSystem.getParameter('message_sell') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_SELL, ret) end local ret = NpcSystem.getParameter('message_onbuy') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ONBUY, ret) end local ret = NpcSystem.getParameter('message_onsell') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ONSELL, ret) end local ret = NpcSystem.getParameter('message_needmoremoney') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NEEDMOREMONEY, ret) end local ret = NpcSystem.getParameter('message_nothaveitem') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NOTHAVEITEM, ret) end local ret = NpcSystem.getParameter('message_idletimeout') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret) end local ret = NpcSystem.getParameter('message_walkaway') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_WALKAWAY, ret) end local ret = NpcSystem.getParameter('message_alreadyfocused') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret) end local ret = NpcSystem.getParameter('message_placedinqueue') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret) end local ret = NpcSystem.getParameter('message_decline') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_DECLINE, ret) end -- Parse modules. for parameter, module in pairs(Modules.parseableModules) do local ret = NpcSystem.getParameter(parameter) if(ret ~= nil) then local number = tonumber(ret) if(number ~= 0 and module.parseParameters ~= nil) then local instance = module:new() npcHandler:addModule(instance) instance:parseParameters() end end end end endalguem ?
Editado Agosto 9 por Guiizeerarush