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NPC Npc Examples

That's not possible, you can't make a guild master. You have to use the commands that comes with TFS. (!createguild etc)
 
whats wrong with this script:

<npc name="Captain Steven" script="data/npc/scripts/travel.lua" autowalk="1" floorchange="0" access="5" level="1" maglevel="1">
<health now="150" max="150"/>
<look type="133" head="20" body="120" legs="75" feet="13" corpse="2212"/>
<parameters>
<parameter key="module_travel" value="1" />
<parameter key="travel_destinations" value="Furia City,942,981,6,200;Pantanal,854,996,6,100;Zwerrie,202,74,6,1000;Deser,305,133,6,200" />

<parameter key="module_keywords" value="1" />
<parameter key="keywords" value="job;name;offer;help;mission;quest" />
<parameter key="keyword_reply1" value="I am the captain of this ship." />
<parameter key="keyword_reply2" value="My name is Steven. Why do you ask?" />
<parameter key="keyword_reply3" value="I offer only the possability to travel to far away cities on this continent." />
<parameter key="keyword_reply4" value="Do I look like a helpful guy to you?" />
<parameter key="keyword_reply5" value="What are you talking about?" />
<parameter key="keyword_reply6" value="Hum. I'll tell you what! If you come back in a month or so I might be able to help you with that my friend." />
</parameters>
</npc>
 
Do somebody have a 8.21 example script NPC that exchange items?

For example a npc that exchanges a crown armor for a piece of royal steel?
 
i tried to put the oracle in map editor but i cant coz its invisible, no skin... what i must do to put the oracle ?

(8.22 server)

:edit: nvm, fixed. but invisible in map editor, is there a way to show him ?
 
Last edited:
Could you please edit add a Boat NPC with the new NPC System?

Thank you very much.
 
PHP:
local LEVEL = 8
 
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 oracle(cid, message, keywords, parameters, node)
    if(cid ~= npcHandler.focus) then
        return false
    end
 
    local cityNode = node:getParent():getParent()
    local vocNode = node:getParent()
 
    local destination = cityNode:getParameters().destination
    local townid = cityNode:getParameters().townid
    local voc = vocNode:getParameters().voc
 
    if(destination ~= nil and voc ~= nil and townid ~= nil) then
        if(getPlayerLevel(cid) < parameters.level) then
            npcHandler:say('You must first reach level ' .. parameters.level .. '!')
        else
            doPlayerSetVocation(cid,voc)
            doPlayerSetTown(cid,townid)
            --doPlayerSetMasterPos(cid,destination)
            doTeleportThing(cid,destination)
        end
    else
        error('Destination:', destination, 'Vocation:', vocation, 'Townid:', townid)
    end
    npcHandler:resetNpc()
    return true
end
 
 
function greetCallback(cid)
    if(getPlayerLevel(cid) < LEVEL) then
        npcHandler:say('CHILD! COME BACK WHEN YOU HAVE GROWN UP!')
        return false
    else
        return true
    end
end
 
-- Set the greeting callback function
npcHandler:setCallback(CALLBACK_GREET, greetCallback)
 
-- Set the greeting message.
npcHandler:setMessage(MESSAGE_GREET, 'Hello |PLAYERNAME|. Are you prepared to face your destiny?')
 
-- Pre-create the yes/no nodes.
local yesNode = KeywordNode:new({'yes'}, oracle, {level = LEVEL})
local noNode = KeywordNode:new({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, moveup = 1, text = 'Then what vocation do you want to become?'})
 
-- Create the actual keyword structure...
local node1 = keywordHandler:addKeyword({'yes'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'What city do you wish to live in? Derelin or Drunia?'})
    local node2 = node1:addChildKeyword({'derelin'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 3, destination = {x=1330, y=368, z=7}, text = 'The desert city of Derelin, eh? So what vocation do you wish to become? Sorcerer, druid, paladin or knight?'})
        local node3 = node2:addChildKeyword({'sorcerer'}, StdModule.say, {npcHandler = npcHandler, voc = 1, onlyFocus = true, text = 'So, you wish to be a powerful magician? Are you sure about that? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
        local node3 = node2:addChildKeyword({'druid'}, StdModule.say, {npcHandler = npcHandler, voc = 2, onlyFocus = true, text = 'Are you sure that a druid is what you wish to become? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
        local node3 = node2:addChildKeyword({'paladin'}, StdModule.say, {npcHandler = npcHandler, voc = 3, onlyFocus = true, text = 'A ranged marksman. Are you sure? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
        local node3 = node2:addChildKeyword({'knight'}, StdModule.say, {npcHandler = npcHandler, voc = 4, onlyFocus = true, text = 'A mighty warrior. Is that your final decision? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
 
    local node2 = node1:addChildKeyword({'drunia'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 1, destination = {x=939, y=263, z=7}, text = 'The town of Drunia, eh? So what vocation do you wish to become? Sorcerer, druid, paladin or knight?'})
        local node3 = node2:addChildKeyword({'sorcerer'}, StdModule.say, {npcHandler = npcHandler, voc = 1, onlyFocus = true, text = 'So, you wish to be a powerful magician? Are you sure about that? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
        local node3 = node2:addChildKeyword({'druid'}, StdModule.say, {npcHandler = npcHandler, voc = 2, onlyFocus = true, text = 'Are you sure that a druid is what you wish to become? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
        local node3 = node2:addChildKeyword({'paladin'}, StdModule.say, {npcHandler = npcHandler, voc = 3, onlyFocus = true, text = 'A ranged marksman. Are you sure? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
        local node3 = node2:addChildKeyword({'knight'}, StdModule.say, {npcHandler = npcHandler, voc = 4, onlyFocus = true, text = 'A mighty warrior. Is that your final decision? This decision is irreversible!'})
            node3:addChildKeywordNode(yesNode)
            node3:addChildKeywordNode(noNode)
 
keywordHandler:addKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Then come back when you are ready.'})
 
-- Make it react to hi/bye etc.
npcHandler:addModule(FocusModule:new())

possible to just having a x for free accounts and x for premium accounts?
 
hey

How do you make it so when an npc talks to you they talk through the npc channel
 
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