Matheus Vieira
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- Joined
- Apr 11, 2015
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Helo0 guys, im here to ask for something. In my server, the player can choose 1 of 3 promotion in one vocation, i was having some issues because when the player login out
he lost his promotion. So i got another script where he can choose the promotion in one npc (it was 1 npc for each promotion) But if he chooses the promotion n• 1, he can choose the promotion n• 2 and 3 too, if he chooses the promotion n• 2, he can chooses n• 3 too, and if chooses n• 3, he cant choose another one. And i want that. When the player chooses ONE promotion, he cant choose another one. So, if the script have something like (getPlayerVocation(cid) == 1) so he can promote the player, and i have the code here, but i cant insert that part anywhere. Thats why im here.
So, i just want to this npc checks if the player is already promoted. It can be a storage check.
Thank you
Helo0 guys, im here to ask for something. In my server, the player can choose 1 of 3 promotion in one vocation, i was having some issues because when the player login out
he lost his promotion. So i got another script where he can choose the promotion in one npc (it was 1 npc for each promotion) But if he chooses the promotion n• 1, he can choose the promotion n• 2 and 3 too, if he chooses the promotion n• 2, he can chooses n• 3 too, and if chooses n• 3, he cant choose another one. And i want that. When the player chooses ONE promotion, he cant choose another one. So, if the script have something like (getPlayerVocation(cid) == 1) so he can promote the player, and i have the code here, but i cant insert that part anywhere. Thats why im here.
C++:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
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 node1 = keywordHandler:addKeyword({'n1'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can promote you for 20000 gold coins. Do you want me to promote you?'})
node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 5000, level = 30, promotion = 1, text = 'Congratulations! You are now promoted.'})
node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})
local node2 = keywordHandler:addKeyword({'n2'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can epicize you for 200000 gold coins. Do you want me to epicize you?'})
node2:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 5000, level = 30, promotion = 2, text = 'Congratulations! You are now epicized.'})
node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})
local node3 = keywordHandler:addKeyword({'n3'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can epicize you for 200000 gold coins. Do you want me to epicize you?'})
node3:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 5000, level = 30, promotion = 3, text = 'Congratulations! You are now epicized.'})
node3:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})
npcHandler:addModule(FocusModule:new())
So, i just want to this npc checks if the player is already promoted. It can be a storage check.
Thank you
Last edited: