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Npc que cambie items

Npc que cambie items

#1 Npc que cambie items el Mar Nov 18, 2014 3:56 pm

naruto6


Miembro
Buenas les quiero pedir un favor, me podrían hacer un npc similar a Gnomally qe te cambia items por cierta cantidad de major crystallyne token, pero que no te pida solo un tipo de item si no que te pida 2 por ejemplo, 1 vampire lord toke y 2 scarab coin por un golden armor.

De antemano muchas gracias por su atención

#2 Re: Npc que cambie items el Lun Nov 24, 2014 2:16 am

Streamside


Aprendiz
deberías darme un poco más de información como que items necesitas que compre, especificamente que cantidad costara cada uno, tampoco dices que server usas, asumiré que usas tfs 1.0 así que lo escribiré para este.
Edito mañana si antes no contestas con la información

#3 Re: Npc que cambie items el Lun Nov 24, 2014 12:58 pm

naruto6


Miembro
es otx 2.11 y mi servers es 8.7, lo que quiero es el npc euraran el que te cambian los items umbral, osea que no es por gps si no por dos tipos de items, por ejemplo quieres umbral spellbookel npc te pide crude umbral spellbooky 75 Clusters of Solace.

he tratado buscando ese npc en servers 10.30 hacia arriba y esta mas no cambia nada simplemente esta sin configurar.
también trate de modificar con el que cambia items por major crystaline tokens, pero no soy bueno con scrips entonces no me daba

si puedes ayudarme te lo agradecería mucho, o si no se puede también te agradezco que me dijeras
gracias por tu atención.

#4 Re: Npc que cambie items el Lun Nov 24, 2014 5:42 pm

Streamside


Aprendiz
Aquí esta el npc eruaran pero es para tfs 1.0, puedes transformarlo facilmente cambiando las funciones player de 1.0 a otx como:
player:getItemCount(IDS.DREAM_MATTER) > getPlayerItemCount(cid, IDS.DREAM_MATTER)

Código:
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 action = {}
local weapon = {}
local weapon_sub = {}


local Config =
{
   Greet_Storage = 3250,
   Create =
   {
      Clusters = 20,
      DreamMatter = 1,
      Chance = 40 --40%
   },
   Improve =
   {
      Clusters = 75,
      Chance = 30, --30%
      BreakChance = 50 --50% of chance that when failing the improvement, the weapons is destroyed but you keep the clusters. Else, you keep the weapon and lose the clusters
   },
   Transform =
   {
      Clusters = 150,
      Chance = 10, --10%
      BreakChance = 50 --50% of chance that when failing the transforming, the weapon is destroyed but you keep all the clusters. Else, the weapon is downgraded to crude piece and you lose half of clusters.
   }
}

local IDS =
{
   DREAM_MATTER = 22397,
   CLUSTER_OF_SOLACE = 22396,
   
   --weapons
   CRUDE_UMBRAL_BLADE = 22398,
   UMBRAL_BLADE = 22399,
   UMBRAL_MASTER_BLADE = 22400,
   
   CRUDE_UMBRAL_SLAYER = 22401,
   UMBRAL_SLAYER = 22402,
   UMBRAL_MASTER_SLAYER = 22403,
   
   CRUDE_UMBRAL_AXE = 22404,
   UMBRAL_AXE = 22405,
   UMBRAL_MASTER_AXE = 22406,
   
   CRUDE_UMBRAL_CHOPPER = 22407,
   UMBRAL_CHOPPER = 22408,
   UMBRAL_MASTER_CHOPPER = 22409,
   
   CRUDE_UMBRAL_MACE = 22410,
   UMBRAL_MACE = 22411,
   UMBRAL_MASTER_MACE = 22412,
   
   CRUDE_UMBRAL_HAMMER = 22413,
   UMBRAL_HAMMER = 22414,
   UMBRAL_MASTER_HAMMER = 22415,
   
   CRUDE_UMBRAL_BOW = 22416,
   UMBRAL_BOW = 22417,
   UMBRAL_MASTER_BOW = 22418,
   
   CRUDE_UMBRAL_CROSSBOW = 22419,
   UMBRAL_CROSSBOW = 22420,
   UMBRAL_MASTER_CROSSBOW = 22421,
   
   CRUDE_UMBRAL_SPELLBOOK = 22422,
   UMBRAL_SPELLBOOK = 22423,
   UMBRAL_MASTER_SPELLBOOK = 22424
}
local TYPES =
{
   SWORD = 1,
   AXE = 2,
   CLUB = 3,
   BOW = 4,
   CROSSBOW = 5,
   SPELLBOOK = 6
}
local SUB_TYPES =
{
   BLADE = 1,
   SLAYER = 2,
   AXE = 3,
   CHOPPER = 4,
   MACE = 5,
   HAMMER = 6,
   BOW = 7,
   CROSSBOW = 8,
   SPELLBOOK = 9
}

local ACTION =
{
   CREATE = 1,
   IMPROVE = 2,
   TRANSFORM = 3
}
   


local function greetCallback(cid)
   local player = Player(cid)
   npcHandler:setMessage(MESSAGE_GREET, 'Welcome ' .. player:getName() .. '.')
   if player:getStorageValue(Config.Greet_Storage) > 0 then
      npcHandler:setMessage(MESSAGE_GREET, "Ashari Lillithy, so we meet {again}! What brings you here this time, general {information}, {transform}, {improve}, {create}, {outfit}, or {talk}?")
   else
      player:setStorageValue(Config.Greet_Storage)
   end
   return true
end

local function creatureSayCallback(cid, type, msg)

   if not npcHandler:isFocused(cid) then return false end
   
   local player = Player(cid)
   if msgcontains(msg, "create") then
      npcHandler:say("You can try to create {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid)
      npcHandler.topic[cid] = 1
      action[cid] = ACTION.CREATE
   elseif msgcontains(msg, "improve") then
      npcHandler:say("The raw object is nothing but a pale of shadow of its potential. As unsafe and unpredictable the imporvement is, it might boot the powers of your item immensely. You can try to improve {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid)
      npcHandler.topic[cid] = 1
      action[cid] = ACTION.IMPROVE
   elseif msgcontains(msg, "transform") then
      npcHandler:say("From time to time fate smiles upon those who take great risks and have strong dreams! If you have the {ingredients}, we can try to give the ultimate refinement to {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid)
      npcHandler.topic[cid] = 1
      action[cid] = ACTION.TRANSFORM
   elseif msgcontains(msg, "sword") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.SWORD
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to create a crude umbral {blade} or crude umbral {slayer}?", cid)
         npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to improve a crude umbral {blade} or crude umbral {slayer}?", cid)
         npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to transform an umbral {blade} or umbral {slayer}?", cid)
         npcHandler.topic[cid] = 2
      end
   elseif msgcontains(msg, "blade") or msgcontains(msg, "slayer") and npcHandler.topic[cid] == 2 then
      weapon_sub[cid] = (msgcontains(msg, "blade") and SUB_TYPES.BLADE or SUB_TYPES.SLAYER)
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to spend " .. (Config.Create.DreamMatter == 1 and "your" or Config.Create.DreamMatter) .. " dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      end
   elseif msgcontains(msg, "axe") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.AXE
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to create a crude umbral {axe} or crude umbral {chopper}?", cid)
         npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to improve a crude umbral {axe} or crude umbral {chopper}?", cid)
         npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to transform an umbral {axe} or umbral {chopper}?", cid)
         npcHandler.topic[cid] = 2
      end
   elseif msgcontains(msg, "axe") or msgcontains(msg, "chopper") and npcHandler.topic[cid] == 2 then
      weapon_sub[cid] = (msgcontains(msg, "axe") and SUB_TYPES.AXE or SUB_TYPES.CHOPPER)
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to spend your dream matter with those 25 clusters of {solace} and give a shot. {Yes} or {no}", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      end
   elseif msgcontains(msg, "club") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.CLUB
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to create a crude umbral {mace} or crude umbral {hammer}?", cid)
         npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to improve a crude umbral {mace} or crude umbral {hammer}?", cid)
         npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to transform an umbral {mace} or umbral {hammer}?", cid)
         npcHandler.topic[cid] = 2
      end
   elseif isInArray({"mace", "hammer"}, msg) and npcHandler.topic[cid] == 2 then
      weapon_sub[cid] = (msgcontains(msg, "mace") and SUB_TYPES.MACE or SUB_TYPES.HAMMER)
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      end
   elseif msgcontains(msg, "bow") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.BOW
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to spend your crude umbral bow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to spend your umbral bow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      end
   elseif msgcontains(msg, "crossbow") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.CROSSBOW
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to spend your crude umbral crossbow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to spend your umbral crossbow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      end
   elseif msgcontains(msg, "spellbook") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.SPELLBOOK
      if action[cid] == ACTION.CREATE then
         npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
         npcHandler:say("Do you want to spend your crude umbral spellbook with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
         npcHandler:say("Do you want to spend your umbral spellbook with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
         npcHandler.topic[cid] = 3
      end
   elseif msgcontains(msg, "yes") and npcHandler.topic[cid] == 3 then
   
      if action[cid] == ACTION.CREATE then --create
         if player:getItemCount(IDS.DREAM_MATTER) >= 1 and player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Create.Clusters then
            if math.random(100) <= Config.Create.Chance then
               local newItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK or false)
               if newItemId then
                  player:addItem(newItemId)
                  player:removeItem(IDS.DREAM_MATTER, Config.Create.DreamMatter)
                  player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Create.Clusters)
                  npcHandler:say("Your dreams are strong, the creation was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid)
               else
                  npcHandler:say("Something weird happened! You should contact a gamemaster.", cid)
               end
            else
               npcHandler:say("Oh no! The process failed.", cid)
               player:removeItem(IDS.DREAM_MATTER, 1)
            end
         else
            npcHandler:say("Sorry, you don't have the required ingredients.", cid)
         end         
      elseif action[cid] == ACTION.IMPROVE then --improve
         local oldItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK or false)
         local newItemId = (oldItemId and oldItemId + 1 or false)
         if player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Improve.Clusters then
            if newItemId and oldItemId then
               if player:getItemCount(oldItemId) > 0 then
                  if math.random(100) <= Config.Improve.Chance then
                     player:removeItem(oldItemId, 1)
                     player:addItem(newItemId)
                     player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Improve.Clusters)
                     npcHandler:say("Your dreams are strong, the improvement was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid)
                  else
                     npcHandler:say("Oh no! The process failed.", cid)
                     local rand = math.random(100)
                     player:removeItem((rand <= Config.Improve.BreakChance and oldItemId or IDS.CLUSTER_OF_SOLACE), (rand <= Config.Improve.BreakChance and 1 or Config.Improve.Clusters))
                  end
               else
                  npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", cid)
               end
            else
               npcHandler:say("Something weird happened! You should contact a gamemaster.", cid)
            end
         end
      elseif action[cid] == ACTION.TRANSFORM then --transform
         local oldItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.UMBRAL_BLADE or IDS.UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.UMBRAL_AXE or IDS.UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.UMBRAL_MACE or IDS.UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.UMBRAL_SPELLBOOK or false)
         local newItemId =  (oldItemId and oldItemId + 1 or false)
         if player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Transform.Clusters then
            if newItemId and oldItemId then
               if player:getItemCount(oldItemId) > 0 then
                  if math.random(100) <= Config.Transform.Chance then
                     player:removeItem(oldItemId, 1)
                     player:addItem(newItemId)
                     player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters)
                     npcHandler:say("Your dreams are strong, the transforming was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid)
                  else
                     npcHandler:say("Oh no! The process failed.", cid)
                     local rand = math.random(100)
                     if Config.Transform.BreakChance <= rand then
                        player:removeItem(oldItemId, 1)
                     else
                        player:removeItem(oldItemId, 1)
                        player:addItem(oldItemId - 1, 1)
                        player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters / 2)
                     end                     
                  end
               else
                  npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", cid)
               end
            else
               npcHandler:say("Something weird happened! You should contact a gamemaster.", cid)
            end
         end
      end
      npcHandler:releaseFocus(cid)
      npcHandler:resetNpc()
   end         
end

npcHandler:setCallback(CALLBACK_GREET, greetCallback)
npcHandler:setMessage(MESSAGE_FAREWELL, "Good bye!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

#5 Re: Npc que cambie items el Mar Nov 25, 2014 1:41 pm

naruto6


Miembro
Men ya puse el archivo, pero al decirle hi al npc me sale lo siguiente en consola

[25/11/2014 13:4:35] [Error - NpcScript Interface]
[25/11/2014 13:4:35] data/npc/scripts/eruaran.lua:onCreatureSay
[25/11/2014 13:4:35] Description:
[25/11/2014 13:4:35] data/npc/scripts/eruaran.lua:112: attempt to call global 'Player' (a nil value)
[25/11/2014 13:4:35] stack traceback:
[25/11/2014 13:4:35] data/npc/scripts/eruaran.lua:112: in function 'callback'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/npchandler.lua:392: in function 'greet'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/npchandler.lua:579: in function 'onGreet'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/modules.lua:257: in function 'callback'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/keywordhandler.lua:42: in function 'processMessage'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/keywordhandler.lua:177: in function 'processNodeMessage'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/keywordhandler.lua:129: in function 'processMessage'
[25/11/2014 13:4:35] data/npc/lib/npcsystem/npchandler.lua:453: in function 'onCreatureSay'
[25/11/2014 13:4:35] data/npc/scripts/eruaran.lua:7: in function

cambien todo como me dijiste asi:

player:getItemCount(IDS.DREAM_MATTER) > getPlayerItemCount(cid, IDS.DREAM_MATTER)
player:addItem > addPlayerItem
player:removeItem > removePlayerItem

etc..

pero igual no me quiso funcionar

#6 Re: Npc que cambie items el Mar Nov 25, 2014 1:43 pm

Streamside


Aprendiz
muestrame el archivo

#7 Re: Npc que cambie items el Mar Nov 25, 2014 1:49 pm

naruto6


Miembro
Código:
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 action = {}
local weapon = {}
local weapon_sub = {}


local Config =
{
  Greet_Storage = 3250,
  Create =
  {
      Clusters = 20,
      DreamMatter = 1,
      Chance = 40 --40%
  },
  Improve =
  {
      Clusters = 75,
      Chance = 30, --30%
      BreakChance = 50 --50% of chance that when failing the improvement, the weapons is destroyed but you keep the clusters. Else, you keep the weapon and lose the clusters
  },
  Transform =
  {
      Clusters = 150,
      Chance = 10, --10%
      BreakChance = 50 --50% of chance that when failing the transforming, the weapon is destroyed but you keep all the clusters. Else, the weapon is downgraded to crude piece and you lose half of clusters.
  }
}

local IDS =
{
  DREAM_MATTER = 13548,
  CLUSTER_OF_SOLACE = 13547,
 
  --weapons
  CRUDE_UMBRAL_BLADE = 13513,
  UMBRAL_BLADE = 13516,
  UMBRAL_MASTER_BLADE = 13518,
 
  CRUDE_UMBRAL_SLAYER = 13514,
  UMBRAL_SLAYER = 13517,
  UMBRAL_MASTER_SLAYER = 13519,
 
  CRUDE_UMBRAL_AXE = 13463,
  UMBRAL_AXE = 13467,
  UMBRAL_MASTER_AXE = 13469,
 
  CRUDE_UMBRAL_CHOPPER = 13462,
  UMBRAL_CHOPPER = 13466,
  UMBRAL_MASTER_CHOPPER = 13468,
 
  CRUDE_UMBRAL_MACE = 13482,
  UMBRAL_MACE = 13487,
  UMBRAL_MASTER_MACE = 13489,
 
  CRUDE_UMBRAL_HAMMER = 13483,
  UMBRAL_HAMMER = 13486,
  UMBRAL_MASTER_HAMMER = 13488,
 
  CRUDE_UMBRAL_BOW = 13503,
  UMBRAL_BOW = 13506,
  UMBRAL_MASTER_BOW = 13507,
 
  CRUDE_UMBRAL_CROSSBOW = 13496,
  UMBRAL_CROSSBOW = 13498,
  UMBRAL_MASTER_CROSSBOW = 13500,
 
  CRUDE_UMBRAL_SPELLBOOK = 13449,
  UMBRAL_SPELLBOOK = 13453,
  UMBRAL_MASTER_SPELLBOOK = 13454
}
local TYPES =
{
  SWORD = 1,
  AXE = 2,
  CLUB = 3,
  BOW = 4,
  CROSSBOW = 5,
  SPELLBOOK = 6
}
local SUB_TYPES =
{
  BLADE = 1,
  SLAYER = 2,
  AXE = 3,
  CHOPPER = 4,
  MACE = 5,
  HAMMER = 6,
  BOW = 7,
  CROSSBOW = 8,
  SPELLBOOK = 9
}

local ACTION =
{
  CREATE = 1,
  IMPROVE = 2,
  TRANSFORM = 3
}
 


local function greetCallback(cid)
  local player = Player(cid)
  npcHandler:setMessage(MESSAGE_GREET, 'Welcome ' .. player:getName() .. '.')
  if player:getStorageValue(Config.Greet_Storage) > 0 then
      npcHandler:setMessage(MESSAGE_GREET, "Ashari Lillithy, so we meet {again}! What brings you here this time, general {information}, {transform}, {improve}, {create}, {outfit}, or {talk}?")
  else
      player:setStorageValue(Config.Greet_Storage)
  end
  return true
end

local function creatureSayCallback(cid, type, msg)

  if not npcHandler:isFocused(cid) then return false end
 
  local player = Player(cid)
  if msgcontains(msg, "create") then
      npcHandler:say("You can try to create {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid)
      npcHandler.topic[cid] = 1
      action[cid] = ACTION.CREATE
  elseif msgcontains(msg, "improve") then
      npcHandler:say("The raw object is nothing but a pale of shadow of its potential. As unsafe and unpredictable the imporvement is, it might boot the powers of your item immensely. You can try to improve {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid)
      npcHandler.topic[cid] = 1
      action[cid] = ACTION.IMPROVE
  elseif msgcontains(msg, "transform") then
      npcHandler:say("From time to time fate smiles upon those who take great risks and have strong dreams! If you have the {ingredients}, we can try to give the ultimate refinement to {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid)
      npcHandler.topic[cid] = 1
      action[cid] = ACTION.TRANSFORM
  elseif msgcontains(msg, "sword") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.SWORD
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to create a crude umbral {blade} or crude umbral {slayer}?", cid)
        npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to improve a crude umbral {blade} or crude umbral {slayer}?", cid)
        npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to transform an umbral {blade} or umbral {slayer}?", cid)
        npcHandler.topic[cid] = 2
      end
  elseif msgcontains(msg, "blade") or msgcontains(msg, "slayer") and npcHandler.topic[cid] == 2 then
      weapon_sub[cid] = (msgcontains(msg, "blade") and SUB_TYPES.BLADE or SUB_TYPES.SLAYER)
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to spend " .. (Config.Create.DreamMatter == 1 and "your" or Config.Create.DreamMatter) .. " dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      end
  elseif msgcontains(msg, "axe") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.AXE
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to create a crude umbral {axe} or crude umbral {chopper}?", cid)
        npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to improve a crude umbral {axe} or crude umbral {chopper}?", cid)
        npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to transform an umbral {axe} or umbral {chopper}?", cid)
        npcHandler.topic[cid] = 2
      end
  elseif msgcontains(msg, "axe") or msgcontains(msg, "chopper") and npcHandler.topic[cid] == 2 then
      weapon_sub[cid] = (msgcontains(msg, "axe") and SUB_TYPES.AXE or SUB_TYPES.CHOPPER)
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to spend your dream matter with those 25 clusters of {solace} and give a shot. {Yes} or {no}", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      end
  elseif msgcontains(msg, "club") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.CLUB
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to create a crude umbral {mace} or crude umbral {hammer}?", cid)
        npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to improve a crude umbral {mace} or crude umbral {hammer}?", cid)
        npcHandler.topic[cid] = 2
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to transform an umbral {mace} or umbral {hammer}?", cid)
        npcHandler.topic[cid] = 2
      end
  elseif isInArray({"mace", "hammer"}, msg) and npcHandler.topic[cid] == 2 then
      weapon_sub[cid] = (msgcontains(msg, "mace") and SUB_TYPES.MACE or SUB_TYPES.HAMMER)
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      end
  elseif msgcontains(msg, "bow") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.BOW
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to spend your crude umbral bow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to spend your umbral bow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      end
  elseif msgcontains(msg, "crossbow") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.CROSSBOW
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to spend your crude umbral crossbow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to spend your umbral crossbow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      end
  elseif msgcontains(msg, "spellbook") and npcHandler.topic[cid] == 1 then
      weapon[cid] = TYPES.SPELLBOOK
      if action[cid] == ACTION.CREATE then
        npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.IMPROVE then
        npcHandler:say("Do you want to spend your crude umbral spellbook with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      elseif action[cid] == ACTION.TRANSFORM then
        npcHandler:say("Do you want to spend your umbral spellbook with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid)
        npcHandler.topic[cid] = 3
      end
  elseif msgcontains(msg, "yes") and npcHandler.topic[cid] == 3 then
 
      if action[cid] == ACTION.CREATE then --create
        if getPlayerItemCount(cid, IDS.DREAM_MATTER) >= 1 and getPlayerItemCount(cid, IDS.CLUSTER_OF_SOLACE) >= Config.Create.Clusters then
            if math.random(100) <= Config.Create.Chance then
              local newItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK or false)
              if newItemId then
                  addPlayerItem(newItemId)
                  removePlayerItem(cid, IDS.DREAM_MATTER, Config.Create.DreamMatter)
                  removePlayerItem(cid, IDS.CLUSTER_OF_SOLACE, Config.Create.Clusters)
                  npcHandler:say("Your dreams are strong, the creation was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid)
              else
                  npcHandler:say("Something weird happened! You should contact a gamemaster.", cid)
              end
            else
              npcHandler:say("Oh no! The process failed.", cid)
              removePlayerItem(cid, IDS.DREAM_MATTER, 1)
            end
        else
            npcHandler:say("Sorry, you don't have the required ingredients.", cid)
        end       
      elseif action[cid] == ACTION.IMPROVE then --improve
        local oldItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK or false)
        local newItemId = (oldItemId and oldItemId + 1 or false)
        if getPlayerItemCount(cid, IDS.CLUSTER_OF_SOLACE) >= Config.Improve.Clusters then
            if newItemId and oldItemId then
              if getPlayerItemCount(oldItemId) > 0 then
                  if math.random(100) <= Config.Improve.Chance then
                    removePlayerItem(oldItemId, 1)
                    addPlayerItem(newItemId)
                    removePlayerItem(cid, IDS.CLUSTER_OF_SOLACE, Config.Improve.Clusters)
                    npcHandler:say("Your dreams are strong, the improvement was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid)
                  else
                    npcHandler:say("Oh no! The process failed.", cid)
                    local rand = math.random(100)
                    removePlayerItem((rand <= Config.Improve.BreakChance and oldItemId or IDS.CLUSTER_OF_SOLACE), (rand <= Config.Improve.BreakChance and 1 or Config.Improve.Clusters))
                  end
              else
                  npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", cid)
              end
            else
              npcHandler:say("Something weird happened! You should contact a gamemaster.", cid)
            end
        end
      elseif action[cid] == ACTION.TRANSFORM then --transform
        local oldItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.UMBRAL_BLADE or IDS.UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.UMBRAL_AXE or IDS.UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.UMBRAL_MACE or IDS.UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.UMBRAL_SPELLBOOK or false)
        local newItemId =  (oldItemId and oldItemId + 1 or false)
        if getPlayerItemCount(cid, IDS.CLUSTER_OF_SOLACE) >= Config.Transform.Clusters then
            if newItemId and oldItemId then
              if getPlayerItemCount(oldItemId) > 0 then
                  if math.random(100) <= Config.Transform.Chance then
                    removePlayerItem(oldItemId, 1)
                    addPlayerItem(newItemId)
                    removePlayerItem(cid, IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters)
                    npcHandler:say("Your dreams are strong, the transforming was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid)
                  else
                    npcHandler:say("Oh no! The process failed.", cid)
                    local rand = math.random(100)
                    if Config.Transform.BreakChance <= rand then
                        removePlayerItem(oldItemId, 1)
                    else
                        removePlayerItem(oldItemId, 1)
                        addPlayerItem(oldItemId - 1, 1)
                        removePlayerItem(cid, IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters / 2)
                    end                   
                  end
              else
                  npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", cid)
              end
            else
              npcHandler:say("Something weird happened! You should contact a gamemaster.", cid)
            end
        end
      end
      npcHandler:releaseFocus(cid)
      npcHandler:resetNpc()
  end       
end

npcHandler:setCallback(CALLBACK_GREET, greetCallback)
npcHandler:setMessage(MESSAGE_FAREWELL, "Good bye!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())


yo creo que esta bien pero mas bien seria por cosas del lib de los npc, aunque no tengo idea de como agregar o modificar eso

#8 Re: Npc que cambie items el Mar Nov 25, 2014 2:10 pm

Streamside


Aprendiz
que server usas?

#9 Re: Npc que cambie items el Mar Nov 25, 2014 2:13 pm

naruto6


Miembro
uso este otx

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#10 Re: Npc que cambie items el Mar Nov 25, 2014 5:57 pm

Streamside


Aprendiz
tienes teamviewer? necesito probar muchas cosas antes de darte el script

#11 Re: Npc que cambie items el Miér Nov 26, 2014 11:50 am

naruto6


Miembro
si men si tengo pero dime como te aviso o como me avisas cuando puedas ayudarme por medio de teamviewer?

#12 Re: Npc que cambie items el Miér Nov 26, 2014 2:14 pm

Streamside


Aprendiz
te aconsejaría usar otro server, ese server es outdated y además no tiene muchas funciones que ayudar a que el código funcione perfecto.

#13 Re: Npc que cambie items el Miér Nov 26, 2014 3:53 pm

naruto6


Miembro
que server me recomiendas men, por otra parte yo agregue demasiados items a este puedo usar el otb y el xml? en algún otro que me recomiendes

#14 Re: Npc que cambie items el Miér Nov 26, 2014 5:40 pm

Streamside


Aprendiz
en realidad es más facil hacerlo de cero y agregar cosa por cosa (tu las agregaste así que sabras que poner)
te aconsejaría usar tfs 1.0, usa la version 10.41 de tibia pero es la mejor versión de server jamas creado, solo funciona con mysql pero cada cosa que tiene lo vale

#15 Re: Npc que cambie items el Miér Nov 26, 2014 5:47 pm

naruto6


Miembro
ok men pero, por ejemplo el otx que usaba viene limpio para uno empezar de cero el mapa y agregar cosas,
sabrías donde puedo conseguir el tfs 1.0 también limpio por que acá hay versiones 10.41 pero ya editadas a mapa rl o distintos, seria lo ultimo en que te molestaría, ya me has ayudado demasiado

#16 Re: Npc que cambie items el Miér Nov 26, 2014 5:51 pm

Streamside


Aprendiz
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#17 Re: Npc que cambie items el Miér Nov 26, 2014 5:52 pm

naruto6


Miembro
ok men muchas gracias

#18 Re: Npc que cambie items Hoy a las 1:40 pm

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