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[HELP] NPC Gnomelvis

yoiker

Member
Joined
Jan 21, 2012
Messages
194
Solutions
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So i'm currently having an issue during the gnomelvis part in the recruitment. he's not responding when i'm saying "looking" i'm using 10.41 TFS 1.0
Here is his script​
Code:
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 false
    end
    local player = Player(cid)
    if msgcontains(msg, "looking") then
        if player:getStorageValue(Storage.BigfootBurden.QuestLine) == 11 then
            npcHandler:say("I'm the gnomish musical supervisor!", cid)
            npcHandler.topic[cid] = 1
        elseif player:getStorageValue(Storage.BigfootBurden.QuestLine) == 13 then
            npcHandler:say("I'm the gnomish musical supervisor!", cid)
            npcHandler.topic[cid] = 2
        end
    elseif msgcontains(msg, "musical") then
        if npcHandler.topic[cid] == 1 then
            npcHandler:say({
                "Ah well. Everyone has a very personal melody in his soul. Only if you know your soul melody then you know yourself. And only if you know yourself will you be admitted to the Bigfoot company. ...",
                "So what you have to do is to find your soul melody. Do you see the huge crystals in this room? Those are harmonic crystals. Use them to deduce your soul melody. Simply use them to create a sound sequence. ...",
                "Every soul melody consists of seven sound sequences. You will have to figure out your correct soul melody by trial and error. If you hit a wrong note, you will have to start over."
            }, cid)
            player:setStorageValue(Storage.BigfootBurden.QuestLine, 12)
            player:setStorageValue(911, 1)
            for i = 1, 7 do
                player:setStorageValue(903 + i, math.random(3124, 3127))
            end
        elseif npcHandler.topic[cid] == 2 then
            npcHandler:say({
                "Congratulations on finding your soul melody. And a pretty one as far as I can tell. Now you are a true recruit of the Bigfoot company! Commander Stone might have some tasks for you to do! ...",
                "Look for him in the central chamber. I marked your map where you will find him."
            }, cid)
            player:setStorageValue(Storage.BigfootBurden.QuestLine, 14)
            player:setStorageValue(Storage.BigfootBurden.Rank)
        end
        npcHandler.topic[cid] = 0
    end
    return true
end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
Help please.
 
Last edited by a moderator:
It checks for storagevalue, is Storage.BigfootBurden.QuestLine defined and does the player have storagevalue 11 or 13?
 
Holy code format batman!

Please do not align the code to the center, I've edited the post to fix this.
 
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