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[HELP] Error in console. Weapon enchanting

astik

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Joined
Dec 18, 2007
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Hello everybody! Can someone fix this error:
THIS IS ERROR IN GUI
PHP:
[04/10/2008  22:00:13] [Warning - NpcScript::NpcScript] Can not load script: data/npc/scripts/enchantowanie.lua
[04/10/2008  22:00:13] data/npc/scripts/enchantowanie.lua:97: '<eof>' expected near 'end'
[04/10/2008  22:00:14] [Warning - NpcScript::NpcScript] Can not load script: data/npc/scripts/enchantowanie.lua
[04/10/2008  22:00:14] data/npc/scripts/enchantowanie.lua:97: '<eof>' expected near 'end'

CODE:
PHP:
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(not npcHandler:isFocused(cid)) then
		return false
	end

    -- use the real conversation? (true/false)
        tradeMsg = 'I can enchant some items like... Small sapphire for enchanted small sapphire'
        sapphire = 'Do you want to enchant small sapphire?'
        ruby = 'Do you want to enchant small ruby?'
        emerald = 'Do you want to enchant small emerald?'
        amethyst = 'Do you want to enchant small amethyst?'
        hasNoMsg = 'Come back when you have more!'
        noMsg = 'Ok than.'
    end
        if msgcontains(msg, 'items') or msgcontains(msg, 'item') or msgcontains(msg, 'enchant') then
            selfSay(tradeMsg)

        elseif msgcontains(msg, 'small sapphire') or msgcontains(msg, 'sapphire') or msgcontains(msg, 'enchant small sapphire') then
            selfSay(sapphire)
            talk_state = 1

        elseif msgcontains(msg, 'small ruby') or msgcontains(msg, 'ruby') or msgcontains(msg, 'enchant small ruby') then
            selfSay(ruby)
            talk_state = 2

        elseif msgcontains(msg, 'small emerald') or msgcontains(msg, 'emerald') or msgcontains(msg, 'enchant small emerald') then
            selfSay(emerald)
            talk_state = 3

        elseif msgcontains(msg, 'small amethyst') or msgcontains(msg, 'amethyst') or msgcontains(msg, 'enchant small amethyst') then
            selfSay(amethyst)
            talk_state = 4
   
------------------------------------------------ confirm yes ------------------------------------------------
        elseif msgcontains(msg, 'yes') and talk_state == 1 then
            if getPlayerItemCount(cid,2146) >= 1 then
                if doPlayerTakeItem(cid,2146,1) == 0 then
                    selfSay('Here you are.')
                    doPlayerAddItem(cid,7759,1)
                end
            else
                selfSay(hasNoMsg)
            end
            talk_state = 0
            
        elseif msgcontains(msg, 'yes') and talk_state == 2 then
            if getPlayerItemCount(cid,2147) >= 1 then
                if doPlayerTakeItem(cid,2147,1) == 0 then
                    selfSay('Here you are.')
                    doPlayerAddItem(cid,7760,1)
                end
            else
                selfSay(hasNoMsg)
            end
            talk_state = 0
            
        elseif msgcontains(msg, 'yes') and talk_state == 3 then
            if getPlayerItemCount(cid,2149) >= 1 then
                if doPlayerTakeItem(cid,2149,1) == 0 then
                    selfSay('Here you are.')
                    doPlayerAddItem(cid,7761,1)
                end
            else
                selfSay(hasNoMsg)
            end
            talk_state = 0
            
        elseif msgcontains(msg, 'yes') and talk_state == 4 then
            if getPlayerItemCount(cid,2150) >= 1 then
                if doPlayerTakeItem(cid,2150,1) == 0 then
                    selfSay('Here you are.')
                    doPlayerAddItem(cid,7762,1)
                end
            else
                selfSay(hasNoMsg)
            end
            talk_state = 0
  
------------------------------------------------ confirm no ------------------------------------------------
        elseif msgcontains(msg, 'no') and (talk_state >= 1 and talk_state <= 4) then
            selfSay(noMsg)
            talk_state = 0
        end
  
    return true
end

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

Thanks :)
 
Code:
    -- use the real conversation? (true/false)
        tradeMsg = 'I can enchant some items like... Small sapphire for enchanted small sapphire'
        sapphire = 'Do you want to enchant small sapphire?'
        ruby = 'Do you want to enchant small ruby?'
        emerald = 'Do you want to enchant small emerald?'
        amethyst = 'Do you want to enchant small amethyst?'
        hasNoMsg = 'Come back when you have more!'
        noMsg = 'Ok than.'
    [B][I]end[/I][/B]
You don't need that end there.

Jo3
 
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