Diarreamental
Well-Known Member
- Joined
- Jul 6, 2015
- Messages
- 453
- Solutions
- 1
- Reaction score
- 80
Hello almost all the npc that should sold keys doesn't work
I can talk with the with no error in exe but like i said
they dont sell keys
im using otx 2.6 scaretable
here an example of one:
I can talk with the with no error in exe but like i said
they dont sell keys
im using otx 2.6 scaretable
here an example of one:
Code:
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
function creatureSayCallback(cid, type, msg)
if(npcHandler.focus ~= cid) then
return false
end
-- NPC Simon (Deeper Fibula Quest) feito por Rodrigo (Nottinghster)
-- Inicio Simon NPC
local player_gold = getPlayerItemCount(cid,2148)
local player_plat = getPlayerItemCount(cid,2152)*100
local player_crys = getPlayerItemCount(cid,2160)*10000
local player_money = player_gold + player_plat + player_crys
if msgcontains(msg, 'key') then
selfSay(' If you are that curious, do you want to buy a key for 5000 gold? Don\'t blame me if you get sucked in.')
talk_state = 1
elseif msgcontains(msg, 'yes') and talk_state == 1 and player_money >= 5000 then
selfSay('Here it is.')
doPlayerRemoveMoney(cid, 5000)
key = doPlayerAddItem(cid, 2087,1)
doSetItemActionId(key,3012)
talk_state = 0
elseif msgcontains(msg, 'yes') and talk_state == 1 and player_money < 5000 then
selfSay('You dont have enought money.')
elseif msgcontains(msg, 'bye') and (talk_state >= 1 and talk_state <= 3) then
selfSay('Have a nice day.')
talk_state = 0
end
return true
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())