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Noob Question: I have problems with player death

Naister

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Well thanks for taking the time for reading this, and sorry for the noob question. First i use cryingdamsonpl1-gui and when someone dies it appear wrong temple position, so i want to know where i have to change coordinates D:. Also if i want to delete rookgard apart of changing the coordinates i have to swap id of towns and conver other into the first so if u die u appear there.
Thanks...
 
In you mapeditor you can see town positions. Change them in config.lua or if you want to change in mapeditor (depends on what you wish to change).

Change in phpmyadmin (http://localhost/phpmyadmin/): UPDATE players SET posx = XXX, posy = XXXX, posz = X; to your positions.

Add 5 more cities/towns in your mapeditor because it can sometimes be wrong in "htdocs/config/config.php" and "htdocs/accountmanagement.php".
:thumbup:
 
heheh thx but i think i explained myself in a wrong way xD. I dont use online acc maker, i use acc maker in game :s. Anyways ill try by maing it by map editor.
 
kk guys new question xd, well its kinda weird but when i was testing server i passed on to main by using the oracle, but when i died i appeared again at rookgard,any help plz?

p.s. i give rep :D
 
<?xml version="1.0" encoding="UTF-8"?>
<npc name="The Oracle" floorchange="0" walkinterval="0">
<health now="150" max="150"/>
<look typeex="1448"/>

<interaction range="3" idletime="30">

<interact keywords="hi" focus="1">
<!--These are the keywords will trigger this interaction-->
<keywords>hello</keywords>
<keywords>greet</keywords>

<response>
<action name="script">
<!--
if(getPlayerVocation(cid) ~= 0) then
selfSay("SORRY, YOU HAVE ALREADY MADE YOUR CHOICE IN LIFE!")
_state.isidle = true
return
end
-->

if(getPlayerLevel(cid)) >= 8 then
selfSay(getCreatureName(cid) .. ", ARE YOU PREPARED O FACE YOUR DESTINY?")
_state.b1 = (isPremium(cid) == TRUE)
_state.topic = 1
else
selfSay("CHILD! COME BACK WHEN YOU HAVE GROWN UP!")
_state.isidle = true
end
</action>
</response>

</interact>

<interact keywords="yes" topic="1">
<!--Premium account, b1 is set in above-->
<response b1="1" text="IN WHICH TOWN DO YOU WANT TO LIVE: CARLIN, EDRON, THAIS, OR VENORE?">
<action name="topic" value="2"/>
</response>

<!--Normal account-->
<response text="IN WHICH TOWN DO YOU WANT TO LIVE: CARLIN, THAIS, OR VENORE?">
<action name="topic" value="2"/>
</response>
</interact>

<interact keywords="carlin" topic="2">
<response text="IN CARLIN! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?">
<!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore-->
<action name="script">
_state.n1 = 1
_state.topic = 3
</action>
</response>
</interact>

<interact keywords="thais" topic="2">
<response text="IN THAIS! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?">
<!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore-->
<action name="script">
_state.n1 = 2
_state.topic = 3
</action>
</response>
</interact>

<interact keywords="venore" topic="2">
<response text="IN VENORE! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?">
<!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore-->
<action name="script">
_state.n1 = 3
_state.topic = 3
</action>
</response>
</interact>

<interact keywords="edron" topic="2">
<response text="YOU NEED A PREMIUM ACCOUNT IN ORDER TO GO THERE!">
<!--Set the topic back to 2, ie. choose a new town.-->
<action name="topic" value="2"/>
</response>
<!--b1: premium account, see <interact keywords="hi" focus="1"> where _state.b1 is is set.-->
<response b1="1" text="IN EDRON! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?">
<!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore-->
<action name="script">
_state.n1 = 3
_state.topic = 3
</action>
</response>
</interact>

<!--If the player does not say any city, repeat our question-->
<interact keywords="|*|" topic="2">
<response b1="1" text="CARLIN, EDRON, THAIS, OR VENORE?"/>
<response text="CARLIN, EDRON, THAIS, OR VENORE?"/>
</interact>

<interact keywords="sorcerer" topic="3">
<response text="A SORCERER! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!">
<!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight-->
<action name="script">
_state.n2 = 1
_state.topic = 4
</action>
</response>
</interact>

<interact keywords="druid" topic="3">
<response text="A DRUID! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!">
<!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight-->
<action name="script">
_state.n2 = 2
_state.topic = 4
</action>
</response>
</interact>

<interact keywords="paladin" topic="3">
<response text="A PALADIN! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!">
<!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight-->
<action name="script">
_state.n2 = 3
_state.topic = 4
</action>
</response>
</interact>

<interact keywords="knight" topic="3">
<response text="A KNIGHT! ARE YOU SURE? THIS DECISION IS IRREVERSIBLE!">
<!--n2: 1 = sorcerer, 2 = druid, 3 = paladin, 4 = knight-->
<action name="script">
_state.n2 = 4
_state.topic = 4
</action>
</response>
</interact>

<!--If the player does not say any profession, repeat our question-->
<interact keywords="|*|" topic="3">
<response text="KNIGHT, PALADIN, SORCERER, OR DRUID?"/>
</interact>

<interact keywords="yes" topic="4">
<response>
<!--n1: 1 = carlin, 2 = edron, 3 = thais, 4 = venore-->
<!--n2: 1 = knight, 2 = paladin, 3 = sorcerer, 4 = druid-->
<action name="script">
local pos = 0
if(_state.n1 == 1) then
pos = {x=180, y=233, z=7}
elseif(_state.n1 == 2) then
pos = {x=180, y=233, z=7}
elseif(_state.n1 == 3) then
pos = {x=180, y=233, z=7}
elseif(_state.n1 == 4) then
pos = {x=180, y=233, z=7}
else
selfSay("I DO NOT KNOW WHAT PROFESSION THAT IS, ASK THE GODS FOR GUIDANCE!")
return
end

selfSay("SO BE IT!")
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)

if(doTeleportThing(cid, pos) == 0) then
doPlayerSetVocation(cid, _state.n2)
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
end

</action>
<action name="idle" value="1"/>
</response>
</interact>

<interact keywords="bye" focus="0">
<keywords>farewell</keywords>
<response text="Good bye. Recommend us, if you were satisfied with our service."/>
</interact>

<!--
If the event onBusy exists, the npc will make a queue like Tibia, if the event is removed
the npc will be able to talk to all customers at the same time without problems.
-->

<interact event="onBusy">
<response text="WAIT UNTIL IT IS YOUR TURN!">
<action name="addqueue" value="|PLAYER|"/>
</response>
</interact>

<!--This event triggers if the player goes to far away from the npc/logout/idle timeout-->
<interact event="onPlayerLeave" focus="0">
<response text="COME BACK WHEN YOU ARE PREPARED TO FACE YOUR DESTINY!"/>
</interact>

</interaction>

</npc>
asdasdasd
 
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