daknight
lolwut
- Joined
- Nov 14, 2010
- Messages
- 5
- Reaction score
- 0
Everything is working fine EXCEPT that the oracle doesn't respond when you first say 'hi' etc. It IS however registered since the code goes on if you then say 'yes' but it simply won't say the line: selfSay(getCreatureName(cid) .. ", ARE YOU PREPARED O FACE YOUR DESTINY?")
Any help would be appreciated
Any help would be appreciated
Code:
<?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)) >= 0 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: X?">
<action name="topic" value="2"/>
</response>
<!--Normal account-->
<response text="IN WHICH TOWN DO YOU WANT TO LIVE: X?">
<action name="topic" value="2"/>
</response>
</interact>
<interact keywords="x" topic="2">
<response text="IN X! AND WHAT PROFESSION HAVE YOU CHOSEN: KNIGHT, PALADIN, SORCERER, OR DRUID?">
<action name="script">
_state.n1 = 2 --Town id that you want to be set for the player if they choose that city--
_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="WHICH CITY DO YOU WISH TO LIVE IN? X?"/>
<response text="WHICH CITY DO YOU WISH TO LIVE IN? X?"/>
</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>
<action name="script">
local pos = 0
if(_state.n1 == 2) then --Change this to your first towns id--
pos = {x=197, y=119, z=7} --Change this to your number 1 city location--
elseif(_state.n1 == 9) then --Change this to your second towns id--
pos = {x=33217, y=31814, z=8} --Change this to your number 2 city location--
elseif(_state.n1 == 5) then --Change this to your third towns id--
pos = {x=32369, y=32241, z=7} --Change this to your number 3 city location--
elseif(_state.n1 == 6) then --Change this to your fourth towns id--
pos = {x=32957, y=32076, z=7} --Change this to your number 4 city location--
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)
doTeleportThing(cid, pos)
doPlayerSetTown(cid, _state.n1)
if _state.n2 == 4 and doPlayerSetTown(cid, _state.n1) then
doPlayerSetVocation(cid, _state.n2)
doPlayerAddItem(cid,8602,1) --Knight starting Items
doPlayerAddItem(cid,2428,1) --Knight starting Items--
doPlayerAddItem(cid,2439,1) --Knight starting Items--
doPlayerAddItem(cid,2465,1) --Knight starting Items--
doPlayerAddItem(cid,2525,1) --Knight starting Items--
doPlayerAddItem(cid,2152,15) --Knight starting Items
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
elseif _state.n2 == 3 and doPlayerSetTown(cid, _state.n1) then
doPlayerSetVocation(cid, _state.n2)
doPlayerAddItem(cid,2389,10) --Paladin starting Items--
doPlayerAddItem(cid,2525,1) --Paladin starting Items--
doPlayerAddItem(cid,2486,1) --Paladin starting Items--
doPlayerAddItem(cid,8923,1) --Paladin starting Items--
doPlayerAddItem(cid,2152,15) --Paladin starting Items--
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
elseif _state.n2 == 1 and doPlayerSetTown(cid, _state.n1) then
doPlayerSetVocation(cid, _state.n2)
doPlayerAddItem(cid,2190,1) --Sorcerer starting Items--
doPlayerAddItem(cid,2525,1) --Sorcerer starting Items--
doPlayerAddItem(cid,8820,1) --Sorcerer starting Items--
doPlayerAddItem(cid,8819,1) --Sorcerer starting Items--
doPlayerAddItem(cid,2152,15) --Sorcerer starting Items--
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
elseif _state.n2 == 2 and doPlayerSetTown(cid, _state.n1) then
doPlayerSetVocation(cid, _state.n2)
doPlayerAddItem(cid,2182,1) --Druid starting Items--
doPlayerAddItem(cid,2525,1) --Druid starting Items--
doPlayerAddItem(cid,8820,1) --Druid starting Items--
doPlayerAddItem(cid,8819,1) --Druid starting Items--
doPlayerAddItem(cid,2152,15) --Druid starting Items--
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>