local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
-- OTServ event handling functions start
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
-- OTServ event handling functions end
function creatureSayCallback(cid, type, msg)
if msgcontains(msg, 'specialised') then
selfSay('Yes, my fathers was a great one blacksmith, it was a wise person , but when he decided to teach me he dies and i just learn about the lovely boots. So, did you bring me some boots? which one ?', cid)
elseif msgcontains(msg, 'soft boots') or msgcontains(msg, 'worn soft boots') or msgcontains(msg, 'soft boot') or msgcontains(msg, 'worn soft boot') then
selfSay('Should I fix your worn soft boots? It will cost 1 crystal coin.', cid)
talk_state = 1
elseif msgcontains(msg, 'firewalker boots') or msgcontains(msg, 'worn firewalker boots') or msgcontains(msg, 'firewalker boot') or msgcontains(msg, 'worn firewalker boot') then
selfSay('Should I fix your worn firewalker boots? It will cost 5 crystal coins.', cid)
talk_state = 2
elseif msgcontains(msg, 'yes') and talk_state == 1 then
if getPlayerItemCount(cid,6530) >= 1 and getPlayerItemCount(cid,2160) >= 1 then
if doPlayerTakeItem(cid,6530,1) and doPlayerTakeItem(cid,2160,1) == 0 then
selfSay('Here you are.', cid)
doPlayerAddItem(cid,2640,1)
end
else
selfSay('Sorry, you don\'t have the item.', cid)
end
elseif msgcontains(msg, 'yes') and talk_state == 2 then
if getPlayerItemCount(cid,9934) >= 1 and getPlayerItemCount(cid,2160) >= 1 then
if doPlayerTakeItem(cid,9934,1) and doPlayerTakeItem(cid,2160,5) == 0 then
selfSay('Here you are.', cid)
doPlayerAddItem(cid,9933,1)
end
else
selfSay('Sorry, you don\'t have the item.', cid)
end
elseif msgcontains(msg, 'no') and (talk_state >= 1 and talk_state <= 5) then
selfSay('Ok than.', cid)
talk_state = 0
end
return true
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())