Launian
Tsuki~
- Joined
- Jul 7, 2008
- Messages
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Well, I was checking my server to see if it has all the addon items, and I noticed that I didn't had a smith npc yet. So, here it is. It changes certain items for special metals needed on some addons. Needless to say, if you don't have a real addon NPC, it won't be worth putting him in.
data/npcs/cyclops.xml
data/npcs/scripts/cyclops.xml
Credits goes to the one who made my bank script, altho I don't know his/her name I used it as a layout to make this one.
If you see any bugs, just post them and I'll try to fix em (or if you fix them, post the fixed .lua xD) Hope someone finds it usefull.
Edited: Thanks to Cykotitan for giving me advice on making the script cleaner. Hope it helps ya
data/npcs/cyclops.xml
Lua:
<?xml version="1.0" encoding="UTF-8"?>
<npc name="A Sweaty Cyclops" script="data/npc/scripts/cyclops.lua" walkinterval="2000" floorchange="0" access="5" >
<health now="150" max="150"/>
<look type="22" corpse="2212"/>
<parameters>
<parameter key="message_greet" value="Hum Humm! Welcume lil' Player.."/>
<parameter key="message_farewell" value="Good bye lil' one."/>
</parameters>
</npc>
data/npcs/scripts/cyclops.xml
Lua:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState= {}
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(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid
local cycmsg = 'Cling Clang!'
local noimsg = 'Lil\' one no have that thing!'
local deny = 'Lil\' one is no sure? Okay'
local infbolt = 4 -- change this to adjust the number of infernal bolts you want to give to the players for 1 soul orb.
--------------------MESSAGES------------------------------------------------------------------------------
if msgcontains(msg, 'help') or msgcontains(msg, 'trade') then
selfSay('Me can make {royal steel}, {draconian steel}, {hell steel} and {crude iron}. Me also make lil\' {infernal bolt}.', cid)
elseif msgcontains(msg, 'royal steel') then
selfSay('Very noble. Shiny. Me like. But breaks so fast. Me can make from shiny armour. Lil\' one want to trade?', cid)
talkState[talkUser] = 1
elseif msgcontains(msg, 'draconian steel') then
selfSay('Firy steel it is. Need green ones\' breath to melt. Or red even better. Me can make from shield. Lil\' one want to trade?', cid)
talkState[talkUser] = 2
elseif msgcontains(msg, 'hell steel') then
selfSay('Hellsteel is. Cursed and evil. Dangerous to work with. Me can make from evil helmet. Lil\' one want to trade?', cid)
talkState[talkUser] = 3
elseif msgcontains(msg, 'crude iron') then
selfSay('Good iron is. Me friends use it much for fight. Me can make from weapon. Lil\' one want to trade?', cid)
talkState[talkUser] = 4
elseif msgcontains(msg, 'infernal bolt') then
selfSay('Uh. Me can make some nasty lil\' bolt from soul orbs. Lil\' one want to trade all?', cid)
talkState[talkUser] = 5
-------------GETTING METALS FROM HIM-------------------
-- Royal Steel
elseif talkState[talkUser] == 1 then
if msgcontains(msg, 'yes') then
if doPlayerTakeItem(cid, 2487, 1) == true then
doPlayerAddItem(cid, 5887, 1)
selfSay(cycmsg, cid)
talkState[talkUser] = 0
else
selfSay(noimsg, cid)
end
else
selfSay(deny, cid)
end
talkState[talkUser] = 0
-- Draconian Steel
elseif talkState[talkUser] == 2 then
if msgcontains (msg, 'yes') then
if doPlayerTakeItem(cid, 2516, 1) == true then
doPlayerAddItem(cid, 5889, 1)
selfSay(cycmsg, cid)
talkState[talkUser] = 0
else
selfSay(noimsg, cid)
end
else
selfSay(deny, cid)
end
talkState[talkUser] = 0
-- Hell Steel
elseif talkState[talkUser] == 3 then
if msgcontains (msg, 'yes') then
if doPlayerTakeItem(cid, 2462, 1) == true then
doPlayerAddItem(cid, 5888, 1)
selfSay(cycmsg, cid)
talkState[talkUser] = 0
else
selfSay(noimsg, cid)
end
else
selfSay(deny, cid)
end
talkState[talkUser] = 0
-- Crude Iron
elseif talkState[talkUser] == 4 then
if msgcontains (msg, 'yes') then
if doPlayerTakeItem(cid, 2393, 1) == true then
doPlayerAddItem(cid, 5892, 1)
selfSay(cycmsg, cid)
talkState[talkUser] = 0
else
selfSay(noimsg, cid)
end
else
selfSay(deny, cid)
end
talkState[talkUser] = 0
elseif talkState[talkUser] == 5 then
if msgcontains (msg, 'yes') then
if doPlayerTakeItem(cid, 5944, 1) == true then
doPlayerAddItem(cid, 6529, infbolt)
selfSay(cycmsg, cid)
talkState[talkUser] = 0
else
selfSay(noimsg, cid)
end
else
selfSay(deny, cid)
end
talkState[talkUser] = 0
end
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
Credits goes to the one who made my bank script, altho I don't know his/her name I used it as a layout to make this one.
If you see any bugs, just post them and I'll try to fix em (or if you fix them, post the fixed .lua xD) Hope someone finds it usefull.
Edited: Thanks to Cykotitan for giving me advice on making the script cleaner. Hope it helps ya
Last edited: