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a little help with this npc script

CesarZ

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Joined
Sep 20, 2012
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i need a little help with this script that i wrote is not doing what its suppose to do.
is a 1 mission npc quest.

Lua:
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 function creatureSayCallback(cid, type, msg)
    if(not npcHandler:isFocused(cid)) then
        return true
    end
    local player = Player(cid)
 -- mission
if (msgcontains(msg, "enter the club")) and player:getStorageValue(223344) < 1 then -- checking if the quest hasnt been done
    npcHandler:say("If you are trying to enter this club you have to do me a {favor}.", cid) -- require to enter
                    npcHandler.topic[cid] = 1 --
            elseif (msgcontains(msg, "favor")) and npcHandler.topic[cid] == 1 then -- asking for favor
                    npcHandler:say("I need you to go to the bandit cave and get back that golden amulet they took from me. Can you do that?", cid) -- instruction
          elseif (msgcontains(msg, "yes")) and npcHandler.topic[cid] == 1 then -- quest approval
                  npcHandler:say("Alright, bring it back to me and say {golden amulet}. Be careful.. They are a group of rebellions. While you facing the thief that stole my amulet there will be a lot of bad guys on you. You must gather a team to get this quest done. Their camp is located on the south side outside the City. Good luck..", cid)
                  player:setStorageValue(223345, 1) -- quest started storage value
                  doPlayerSendTextMessage(cid, MESSAGE_EVENT_ADVANCE, "You have unlocked the Bandict Cave Bridge pass.")
          elseif  (msgcontains(msg, "no")) and npcHandler.topic[cid] == 1 then
                  npcHandler:say("Alright.", cid)
                
                
                
                -- amulet checking and exchange           
                elseif player:getStorageValue(223345) >= 1 then -- elseif player has started the quest then ask him if he has the amulet.
                        npcHandler:say("You have my amulet? just say {golden amulet}.", cid)
                        if (msgcontains(msg, "golden amulet")) and player:getItemCount(2130) >= 1 then
                            player:removeItem(2130, 1)
                            npcHandler:say("Thank you, Welcome to the club brother!", cid)
                            player:setStorageValue(223344, 1) -- quest done storage value
                        else
                        npcHandler:say("Come back when you get the amulet please.", cid) -- if not then this
                        end
else
    npcHandler:say("You are already Welcome!.", cid) -- if player done the quest message.
end
    return true
end

npcHandler:setMessage(MESSAGE_GREET, "Heyyyyy!!! whats up you want to {enter the club}? |PLAYERNAME|!")
npcHandler:setMessage(MESSAGE_FAREWELL, "Always be on guard, |PLAYERNAME|!")
npcHandler:setMessage(MESSAGE_WALKAWAY, "This ungraceful haste is most suspicious!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
 
Solution
Lua:
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 function creatureSayCallback(cid, type, msg)
    if(not npcHandler:isFocused(cid)) then
        return true
    end
    local player = Player(cid)
 -- mission
 
if (msgcontains(msg, "enter the club")) then

    if player:getStorageValue(223345) == 2 then -- checking if the quest hasnt been done
        npcHandler:say("You are...
OP
CesarZ

CesarZ

Active Member
Joined
Sep 20, 2012
Messages
236
Solutions
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Reaction score
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Do you get any error messages in console? Or what's it doing and what's the expected result?
No, I'm not getting any error.

its just repeating the quest as if i didnt started.
i started the quest i got the storageValue. he should read the value then ask me if i have the item then i say golden amulet and "quest done" storage value should be given to me.

whats currently going on.

1624793464467.png
 

Terminology

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Lua:
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 function creatureSayCallback(cid, type, msg)
    if(not npcHandler:isFocused(cid)) then
        return true
    end
    local player = Player(cid)
 -- mission
 
if (msgcontains(msg, "enter the club")) then

    if player:getStorageValue(223345) == 2 then -- checking if the quest hasnt been done
        npcHandler:say("You are already Welcome!.", cid) -- if player done the quest message.
        npcHandler.topic[cid] = 0
    end
    
    if player:getStorageValue(223345) < 2 then -- checking if the quest hasnt been done
        npcHandler:say("If you are trying to enter this club you have to do me a {favor}.", cid) -- require to enter
            npcHandler.topic[cid] = 1
    end
    
    
    
    elseif (msgcontains(msg, "favor")) and npcHandler.topic[cid] == 1 then -- asking for favor
            npcHandler:say("I need you to go to the bandit cave and get back that golden amulet they took from me. Can you do that?", cid) -- instruction
            npcHandler.topic[cid] = 2
        elseif (msgcontains(msg, "yes")) and npcHandler.topic[cid] == 2 then -- quest approval
            npcHandler:say("Alright, bring it back to me and say {golden amulet}. Be careful.. They are a group of rebellions. While you facing the thief that stole my amulet there will be a lot of bad guys on you. You must gather a team to get this quest done. Their camp is located on the south side outside the City. Good luck..", cid)
            player:setStorageValue(223345, 1) -- quest started storage value
            doPlayerSendTextMessage(cid, MESSAGE_EVENT_ADVANCE, "You have unlocked the Bandict Cave Bridge pass.")
        elseif  (msgcontains(msg, "no")) and npcHandler.topic[cid] == 2 then
                  npcHandler:say("Alright, goodbye.", cid)
                  npcHandler.topic[cid] = 0
                  end

                
                
                -- amulet checking and exchange           
    if player:getStorageValue(223345) == 1 then -- elseif player has started the quest then ask him if he has the amulet.
        npcHandler:say("You have my amulet? just say {golden amulet}.", cid)
        npcHandler.topic[cid] = 3
     if (msgcontains(msg, "golden amulet")) and npcHandler.topic[cid] == 3 then
        if player:removeItem(2130, 1) then
            npcHandler:say("Thank you, Welcome to the club brother!", cid)
            player:setStorageValue(223345, 2) -- quest done storage value
            else
            npcHandler:say("Come back when you get the amulet please.", cid) -- if not then this
            end
        end
    end
end


npcHandler:setMessage(MESSAGE_GREET, "Heyyyyy!!! whats up you want to {enter the club}? |PLAYERNAME|!")
npcHandler:setMessage(MESSAGE_FAREWELL, "Always be on guard, |PLAYERNAME|!")
npcHandler:setMessage(MESSAGE_WALKAWAY, "This ungraceful haste is most suspicious!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

something like this should work
 
Solution
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