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Implement function to script

bybbzan

mapper
Joined
Aug 4, 2012
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Hello.

is it possible to implement a function like this to the script? If so, could someone help me do it?

implement part:
Lua:
                        if player:getStorageValue(22223) == 1 then  -- Check if he has already started the task.
                                npcHandler:say('You have already started the special task. Find Demodras and kill it.', cid)
                        else
                                npcHandler:say('This task is a very dangerous one. I want you to look for Demodras\' hideout. It might be somewhere under the Plains of Havoc. Good luck, old chap.', cid)
                                setPlayerStorageValue(cid, 22556, 1) -- Task needed to enter Demodras TP
                                setPlayerStorageValue(cid, 22223, 1) -- Won't give this task again.
                        end
                end
                npcHandler.topic[cid] = 0
                elseif msg:lower() == 'boss' then
                        npcHandler:say('Are you ready to face the boss now?', cid)
                        npcHandler.topic[cid] = 6
                elseif msg:lower() == 'yes' and npcHandler.topic[cid] == 6 then
                        local destination = Position(898, 867, 8)
                        player:getPosition():sendMagicEffect(CONST_ME_TELEPORT)
                        player:teleportTo(destination)
                        destination:sendMagicEffect(CONST_ME_TELEPORT)
                        npcHandler:say('Good luck!', cid)
                        npcHandler.topic[cid] = 0
        end
end

actual script:

Lua:
-- Monster Tasks by Limos
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local xmsg = {}

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 storage = 62003

local monsters = {
   ["Dragons"] = {storage = 5010, mstorage = 19000, amount = 10, exp = 5000, items = {{id = 2157, count = 1}, {id = 2160, count = 3}}},
   ["Dragon Lords"] = {storage = 5011, mstorage = 19001, amount = 10, exp = 10000, items = {{id = 2492, count = 1}, {id = 2160, count = 5}}},
   ["Hydras"] = {storage = 5012, mstorage = 19002, amount = 10, exp = 18000, items = {{id = 2195, count = 1}, {id = 2157, count = 8}}},
   ["Demons"] = {storage = 5013, mstorage = 19003, amount = 10, exp = 20000, items = {{id = 2520, count = 1}, {id = 2160, count = 10}}}
}


local function getItemsFromTable(itemtable)
     local text = ""
     for v = 1, #itemtable do
         count, info = itemtable[v].count, ItemType(itemtable[v].id)
         local ret = ", "
         if v == 1 then
             ret = ""
         elseif v == #itemtable then
             ret = " and "
         end
         text = text .. ret
         text = text .. (count > 1 and count or info:getArticle()).." "..(count > 1 and info:getPluralName() or info:getName())
     end
     return text
end

local function Cptl(f, r)
     return f:upper()..r:lower()
end

function creatureSayCallback(cid, type, msg)

     local player, cmsg = Player(cid), msg:gsub("(%a)([%w_']*)", Cptl)
     if not npcHandler:isFocused(cid) then
         if msg == "hi" or msg == "hello" then
             npcHandler:addFocus(cid)
             if player:getStorageValue(storage) == -1 then
                 local text, n = "",  0
                 for k, x in pairs(monsters) do
                     if player:getStorageValue(x.mstorage) < x.amount then
                         n = n + 1
                         text = text .. ", "
                         text = text .. ""..x.amount.." {"..k.."}"
                     end
                 end
                 if n > 1 then
                     npcHandler:say("I have several tasks for you to kill monsters"..text..", which one do you choose? I can also show you a {list} with rewards and you can {stop} a task if you want.", cid)
                     npcHandler.topic[cid] = 1
                     xmsg[cid] = msg
                 elseif n == 1 then
                     npcHandler:say("I have one last task for you"..text..".", cid)
                     npcHandler.topic[cid] = 1
                 else
                     npcHandler:say("You already did all tasks, I have nothing for you to do anymore, good job though.", cid)
                 end
             elseif player:getStorageValue(storage) == 1 then
                 for k, x in pairs(monsters) do
                     if player:getStorageValue(x.storage) == 1 then
                         npcHandler:say("Did you kill "..x.amount.." "..k.."?", cid)
                         npcHandler.topic[cid] = 2
                         xmsg[cid] = k
                     end
                 end
             end
         else
             return false
         end
     elseif monsters[cmsg] and npcHandler.topic[cid] == 1 then
         if player:getStorageValue(monsters[cmsg].storage) == -1 then
             npcHandler:say("Good luck, come back when you killed "..monsters[cmsg].amount.." "..cmsg..".", cid)
             player:setStorageValue(storage, 1)
             player:setStorageValue(monsters[cmsg].storage, 1)
         else
             npcHandler:say("You already did the "..cmsg.." mission.", cid)
         end
         npcHandler.topic[cid] = 0
     elseif msgcontains(msg, "yes") and npcHandler.topic[cid] == 2 then
         local x = monsters[xmsg[cid]]
         if player:getStorageValue(x.mstorage) >= x.amount then
             npcHandler:say("Good job, here is your reward, "..getItemsFromTable(x.items)..".", cid)
             for g = 1, #x.items do
                 player:addItem(x.items[g].id, x.items[g].count)
             end
             player:addExperience(x.exp)
             player:setStorageValue(x.storage, 2)
             player:setStorageValue(storage, -1)
             npcHandler.topic[cid] = 3
         else
             npcHandler:say("You didn't kill them all, you still need to kill "..x.amount -(player:getStorageValue(x.mstorage) + 1).." "..xmsg[cid]..".", cid)
         end
     elseif msgcontains(msg, "task") and npcHandler.topic[cid] == 3 then
         local text, n = "",  0
         for k, x in pairs(monsters) do
             if player:getStorageValue(x.mstorage) < x.amount then
                 n = n + 1
                 text = text .. (n == 1 and "" or ", ")
                 text = text .. "{"..k.."}"
             end
         end
         if text ~= "" then
             npcHandler:say("Want to do another task? You can choose "..text..".", cid)
             npcHandler.topic[cid] = 1
         else
             npcHandler:say("You already did all tasks.", cid)
         end
     elseif msgcontains(msg, "no") and npcHandler.topic[cid] == 1 then
         npcHandler:say("Ok then.", cid)
         npcHandler.topic[cid] = 0
     elseif msgcontains(msg, "stop") then
         local text, n = "",  0
         for k, x in pairs(monsters) do
             if player:getStorageValue(x.mstorage) < x.amount then
                 n = n + 1
                 text = text .. (n == 1 and "" or ", ")
                 text = text .. "{"..k.."}"
                 if player:getStorageValue(x.storage) == 1 then
                      player:setStorageValue(x.storage, -1)
                 end
             end
         end
         if player:getStorageValue(storage) == 1 then
             npcHandler:say("Alright, let me know if you want to continue an other task, you can still choose "..text..".", cid)
         else
             npcHandler:say("You didn't start any new task yet, if you want to start one, you can choose "..text..".", cid)
         end
         player:setStorageValue(storage, -1)
         npcHandler.topic[cid] = 1
     elseif msgcontains(msg, "list") then
         local text = "Tasks\n\n"
         for k, x in pairs(monsters) do
             if player:getStorageValue(x.mstorage) < x.amount then
                 text = text ..k .." ["..(player:getStorageValue(x.mstorage) + 1).."/"..x.amount.."]:\n  Rewards:\n  "..getItemsFromTable(x.items).."\n  "..x.exp.." experience \n\n"
             else
                 text = text .. k .." [DONE]\n"
             end
         end
         player:showTextDialog(1949, "" .. text)
         npcHandler:say("Here you are.", cid)
     elseif msgcontains(msg, "bye") then
         npcHandler:say("Bye.", cid)
         npcHandler:releaseFocus(cid)
     else
         npcHandler:say("What?", cid)
     end
     return true
end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
 
It looks like you're trying to allow a player to fight a boss as a reward and include that in Limos' script.
Limos' script does not have any boss dialogues; therefore you will need to add it yourself.

A few things to consider that might help you get started!
  • You can add a new member to the monsters table, say call it "bstorage" and assign the storage value needed to enter the boss TP. Add storage setting function (using bstorage) to the rewards section of Limos' script (between lines 95 and 97) to make that happen.
  • You could also add another member that names the boss you're having them kill, then you can include a new message back to the player letting them know they can kill a boss and who.
  • To incorporate the "boss" dialog, just create a new elseif with the "boss" keyword check and npchandler topic = 3; which then you can add the teleport function and all that. Just be sure to include another member to the monsters table that holds the coordinates to the boss position.
Hope that helps!
 
It looks like you're trying to allow a player to fight a boss as a reward and include that in Limos' script.
Limos' script does not have any boss dialogues; therefore you will need to add it yourself.

A few things to consider that might help you get started!
  • You can add a new member to the monsters table, say call it "bstorage" and assign the storage value needed to enter the boss TP. Add storage setting function (using bstorage) to the rewards section of Limos' script (between lines 95 and 97) to make that happen.
  • You could also add another member that names the boss you're having them kill, then you can include a new message back to the player letting them know they can kill a boss and who.
  • To incorporate the "boss" dialog, just create a new elseif with the "boss" keyword check and npchandler topic = 3; which then you can add the teleport function and all that. Just be sure to include another member to the monsters table that holds the coordinates to the boss position.
Hope that helps!

Thank you so much for a well explained answer.
I'll try that :)
 
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