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Demon oak quest - help

chricke90

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Sep 14, 2007
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Really.. If reading this!, You only need to fix the npc Oldrak while change ids.



Code:
-- WAS NOT Made by Coltain13 // Coltain, I only made it work for TFS --


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)
	-- Place all your code in here. Remember that hi, bye and all that stuff is already handled by the npcsystem, so you do not have to take care of that yourself.
	if(npcHandler.focus ~= cid) then
		return false
	end

		player_gold = getPlayerItemCount(cid,2148)
		player_plat = getPlayerItemCount(cid,2152)*100
		player_crys = getPlayerItemCount(cid,2160)*10000
		player_money = player_gold + player_plat + player_crys
		playerCap = getPlayerFreeCap(cid)
		item = 8293 --Hallowed Axe
		itemweight = getItemWeight(item, 1)
		
		if msgcontains(msg, 'hallowed axe') then
			if isPlayer(cid) then
				if getPlayerItemCount(cid,2386) >= 1 player_money >= 3500000 then
					selfSay('Do you want to buy a Hallowed Axe from me?')
					talk_state = 1
				else
					selfSay('You have to bring me an axe and 1000 gp first.')
					talk_state = 0
				end
			else
				selfSay('You need premium to buy this axe from me.')
				talk_state = 0
			end
		elseif msgcontains(msg, 'yes') and talk_state == 1 then
			talk_state = 0
			if getPlayerItemCount(cid,2386) >= 1 player_money >= 3500000 then
					if doPlayerTakeItem(cid,2386,1) == 1 and pay(cid,3500000) and playerCap >= itemweight then
						selfSay('Here you are. You can now defeat the demon oak with this axe.')
						doPlayerAddItem(cid,item,1)
						talk_state = 0
					else
						selfSay('The Hallowed Axe is too heavy for you. Make sure that you have enough capacity.')
						talk_state = 0
					end
			else
				selfSay('Please bring with you an axe and enough with money.')
				talk_state = 0
			end
		elseif msgcontains(msg, 'demon oak') then
			if getPlayerItemCount(cid,2386) >= 1 player_money >= 3500000 then
				selfSay('Did you defeat the demon oak?')
				talk_state = 2
			else
				selfSay('Go defeat the demon oak.')
				talk_state = 0
			end
		elseif msgcontains(msg, 'yes') and talk_state == 2 then
			talk_state = 0
[B][COLOR="Red"]			if getPlayerStorageValue(cid,21545) == 1 then
				selfSay('Good job!')
				setPlayerStorageValue(cid,21545,2)[/COLOR][/B]
			end
------------------------------------------------ confirm no ------------------------------------------------
		elseif msgcontains(msg, 'no') and (talk_state >= 1 and talk_state <= 1) then
			selfSay('Ok thanks.')
			talk_state = 0
		end
	-- Place all your code in here. Remember that hi, bye and all that stuff is already handled by the npcsystem, so you do not have to take care of that yourself.
	return true
end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

I'm not so skilled but If there is the only problem why it does not work with TFS 2.0 there should be easy for great scripters to fix!
 
Code:
--- Made by Mazen ---

function onStepOut(cid, item, position, fromPosition)
	if item.itemuid == 32193 then
		doTransformItem(item.itemid,2717)
	end	
end

Should I set 32193 to else thing that this tree. Because
Its a little mysteries =)

Cause the scripts named dotile.lua EXSPECT "dotile".
 
I just realized something else. When I using the Hallowed Axe on the Dead Tree or else on Demon Oak nothing happend!

And in the console it does not giving any errors.
 
Last edited:
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