I did one where I add the NPC Bless.
Plus the fact is that after he loses this player login Bless.
I was wondering if I missed something, or is somewhere I have to say that the player continue to Bless login, please if you can help me, below follows the script of my NPC.
Plus the fact is that after he loses this player login Bless.
I was wondering if I missed something, or is somewhere I have to say that the player continue to Bless login, please if you can help me, below follows the script of my NPC.
PHP:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
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 talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid
function creatureSayCallback(cid, type, msg)
if (not npcHandler:isFocused(cid)) then
return false
end
if msgcontains(msg, 'the fire of the suns') then
if getPlayerBlessing(cid,3) == FALSE then
if getPlayerLevel(cid) >= 1 and getPlayerLevel(cid) <= 30 then
npcHandler:say('Do you wish to receive the blessing of the two suns? It will cost you 2000 gold, pilgrim.', cid)
talk_state = 1
end
else
npcHandler:say('You already possess this blessing.', cid)
npcHandler:resetNpc()
return TRUE
end
elseif getPlayerLevel(cid) >= 1 and getPlayerLevel(cid) <= 30 and getPlayerBlessing(cid,3) == FALSE and msgcontains(msg, 'yes') and talk_state == 1 then
if doPlayerRemoveMoney(cid, 2000) == TRUE then
npcHandler:say('Kneel down and receive the warmth of sunfire, pilgrim.', cid)
doSendMagicEffect(getCreaturePosition(cid), 12)
doPlayerAddBlessing(cid,3)
npcHandler:resetNpc()
return TRUE
else
npcHandler:say('Oh. You do not have enough money.', cid)
talkState[talkUser] = 1
npcHandler:resetNpc()
return TRUE
end
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())