It's quite simple actually, the oracle npc is not spawned?
But don't worry, if you want to use rook...I can surely add the oracle.
v0.2 that will be released today:
- Added a greater npc rune-seller, backpack of runes.
God Limannen: buy bp gmp
Bashira: Do you want to buy 1 backpack of great mana potions for 2400 goldcoins?
- The Oracle, will be spawned in rook.
- Training Monks will be spawned at the training area.
- The Soft Boots Repairer will be spawned aswell.
These are the main things that will be updated in the next version, you can expect the new update in a few hours.
/Limannen
Limannen can you send the Ankrahmun Map to me i need it to my map
Just open this map and copy&paste?
OMG comeon, what is wrong here or am i completely screwed? It says this is the "Real map project" right? When i log in i just get to this damn small island and i cant get away from it... What is this? What shall i do? Come1 this kind of freaking me out!
Omfg. How hard is it, the normal cords for the usual map is 32000, 32000, 7.
Then scroll out with RME and you can see it, dont be so nooby.
Find thais position and set it to your gamemaster and log in? wtf
/Limannen
But how do i get from the small island to the main island i mean if players create an account they will just get to that small island? Yea i know but this really are confusing me!
- Client 8.31
- Full Tibia Map (New city added by me ;Inferna
- Manarune using on this OTserver
- Npcs copied from Eldin OT
- Fixed questes,(Pits of inferno),Demon helmet
- Added Goroma,all 3 islands!
- Fixed way to Morgaroth!
- Fixed Teachers!
- Also refixed items to 8.31
- Based on TFS by Nablink's POST! {******.net} {Otland.net}
- Fixed scripts!
- Fixed almost all bugs or nearly!
- Added TP to Demona in Carlin!
- All spawns should be added!
- All npcs in everycity should be added!
- Houses (Its no houses at Svargrond,Liberty Bay) {N0TIME}={YOUCANFIXIT}
- Spells balanced!
- Vocation's balanced!
- Fixed Almighty Weapon (!ONLYFORBUY) {Please if sword doesn't work go at items.xml choose just one weapontype axe or sword!
- Changed creatures now like real tibia! (FIXED: Demon higher damage){Changed experienced on 3-5 creatures} Better!
- Poi DL's Added like real tibia!
[SIZE="1"][FONT="Arial Black"]v0.1:[/FONT][/SIZE]
- Client 8.40 (updated tiles and items in the map aswell)
- Added Yalahar
- Fixed 100% Real Tibia Spells (formulas etc)
- Separed the npcs from 2 SQM. (so it doesnt bug and talk to both of them)
- Fixed all the errors (actions,creature scripts, monsters & npcs)
- Sliced the map down (water and such), it's around 90mb big atm
[SIZE="1"][FONT="Arial Black"]v0.2:[/FONT][/SIZE]
- Added a greater npc rune-seller, backpack of runes.
- The Oracle, will be spawned in rook.
- Training Monks will be spawned at the training area.
- The Soft Boots Repairer will be spawned aswell.
This Real Map Project is created by Limannen and as this clearly states as a 'project'.
Not a final release, so I will keep updating this and make it better. I'm sick and tired of lazy people that doesn't have the "time" or w/e.
Also I'm not the biggest fan of the noobs that are requesting it 24/7.
So here's the global information:
Old Version by Ates:
Code:- Client 8.31 - Full Tibia Map (New city added by me ;Inferna - Manarune using on this OTserver - Npcs copied from Eldin OT - Fixed questes,(Pits of inferno),Demon helmet - Added Goroma,all 3 islands! - Fixed way to Morgaroth! - Fixed Teachers! - Also refixed items to 8.31 - Based on TFS by Nablink's POST! {******.net} {Otland.net} - Fixed scripts! - Fixed almost all bugs or nearly! - Added TP to Demona in Carlin! - All spawns should be added! - All npcs in everycity should be added! - Houses (Its no houses at Svargrond,Liberty Bay) {N0TIME}={YOUCANFIXIT} - Spells balanced! - Vocation's balanced! - Fixed Almighty Weapon (!ONLYFORBUY) {Please if sword doesn't work go at items.xml choose just one weapontype axe or sword! - Changed creatures now like real tibia! (FIXED: Demon higher damage){Changed experienced on 3-5 creatures} Better! - Poi DL's Added like real tibia!
New Versions:
Code:[SIZE="1"][FONT="Arial Black"]v0.1:[/FONT][/SIZE] - Client 8.40 (updated tiles and items in the map aswell) - Added Yalahar - Fixed 100% Real Tibia Spells (formulas etc) - Separed the npcs from 2 SQM. (so it doesnt bug and talk to both of them) - Fixed all the errors (actions,creature scripts, monsters & npcs) - Sliced the map down (water and such), it's around 90mb big atm [SIZE="1"][FONT="Arial Black"]v0.2:[/FONT][/SIZE] - Added a greater npc rune-seller, backpack of runes. - The Oracle, will be spawned in rook. - Training Monks will be spawned at the training area. - The Soft Boots Repairer will be spawned aswell.
NOTE: The yalahar part is not 100% yet, cuz I still need the real monsters to it.
So now it's only vampires/demons & bone beasts.
Also remember that this is still a project, it's far from 100% done.
Surely you can host this online as your ot, but there are still some bugs.
An advice: You should wait atleast until v0.5 is released!
Credits:
Me (Limannen)
Cykotitan (spells)
Manx (all new monsters)
Kozi (yalahar map)
Ates (modification to the map, also for Inferna)
Eldin (npc scripts)
Special credits & thanks to:
The Forgotten Server - Version 0.2 (Mystic Spirit).
A server developed by Talaturen, Kiper, Kornholijo, Jonern, Lithium & Elf.
This is the 'data' folder that contains everything you need.
This is for Mystic Spirit 0.2, I will soon fix it for the Crying Damson's version 0.3.2 !
Download Links:
Data Folder for - TFS Mystic Spirit 0.2
Data Folder for - TFS Crying Damson 0.3.2 (not done yet)
The Forgotten Server Mystic Spirit 0.2 - Download
Hope you enjoy this !
Regards,
Limannen
**Start Commenting bugs !**
local LEVEL = 8
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
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
if voc == 1 then
doPlayerSendTextMessage(cid,22,"You are now a Sorcerer.")
end
if voc == 2 then
doPlayerSendTextMessage(cid,22,"You are now a Druid.")
end
if voc == 3 then
doPlayerSendTextMessage(cid,22,"You are now a Paladin.")
end
if voc == 4 then
doPlayerSendTextMessage(cid,22,"You are now a Knight.")
end
doPlayerSetVocation(cid,voc)
doPlayerSetTown(cid,townid)
doTeleportThing(cid,destination)
doSendMagicEffect(destination,12)
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? Carlin, Thais or Venore?'})
local node2 = node1:addChildKeyword({'carlin'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 5, destination = {x=32360, y=31782, z=7}, text = 'Carlin will be your home-town! 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 = 'A druid! Are you sure? 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 nimble paladin! 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 valorous knight! Are you sure? This decision is irreversible!'})
node3:addChildKeywordNode(yesNode)
node3:addChildKeywordNode(noNode)
local node2 = node1:addChildKeyword({'thais'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 3, destination = {x=32369, y=32241, z=7}, text = 'Thais will be your home-town! 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 = 'A mighty druid! Are you sure? 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 nimble paladin! 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 valorous knight! Are you sure? This decision is irreversible!'})
node3:addChildKeywordNode(yesNode)
node3:addChildKeywordNode(noNode)
local node2 = node1:addChildKeyword({'venore'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 4, destination = {x=32957, y=32076, z=7}, text = 'Venore will be your home-town! 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 = 'A mighty druid! Are you sure? 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 nimble paladin! 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 valorous knight! Are you sure? 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.'})
npcHandler:addModule(FocusModule:new())
Try using this script:
PHP:local LEVEL = 8 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 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 if voc == 1 then doPlayerSendTextMessage(cid,22,"You are now a Sorcerer.") end if voc == 2 then doPlayerSendTextMessage(cid,22,"You are now a Druid.") end if voc == 3 then doPlayerSendTextMessage(cid,22,"You are now a Paladin.") end if voc == 4 then doPlayerSendTextMessage(cid,22,"You are now a Knight.") end doPlayerSetVocation(cid,voc) doPlayerSetTown(cid,townid) doTeleportThing(cid,destination) doSendMagicEffect(destination,12) 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? Carlin, Thais or Venore?'}) local node2 = node1:addChildKeyword({'carlin'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 5, destination = {x=32360, y=31782, z=7}, text = 'Carlin will be your home-town! 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 = 'A druid! Are you sure? 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 nimble paladin! 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 valorous knight! Are you sure? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) local node2 = node1:addChildKeyword({'thais'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 3, destination = {x=32369, y=32241, z=7}, text = 'Thais will be your home-town! 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 = 'A mighty druid! Are you sure? 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 nimble paladin! 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 valorous knight! Are you sure? This decision is irreversible!'}) node3:addChildKeywordNode(yesNode) node3:addChildKeywordNode(noNode) local node2 = node1:addChildKeyword({'venore'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 4, destination = {x=32957, y=32076, z=7}, text = 'Venore will be your home-town! 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 = 'A mighty druid! Are you sure? 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 nimble paladin! 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 valorous knight! Are you sure? 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.'}) npcHandler:addModule(FocusModule:new())
Just make sure you got all the town IDs and the positions matching.
Where shall i put this script?
<?xml version="1.0" encoding="UTF-8"?>
<npc name="The Oracle" script="data/npc/scripts/oracle.lua" walkinterval="0" floorchange="0">
<health now="100" max="100"/>
<look typeex="1448" corpse="3128"/>
</npc>
Make a new NPC:
data/npc/The Oracle.xml
PHP:<?xml version="1.0" encoding="UTF-8"?> <npc name="The Oracle" script="data/npc/scripts/oracle.lua" walkinterval="0" floorchange="0"> <health now="100" max="100"/> <look typeex="1448" corpse="3128"/> </npc>
data/npc/scripts/oracle.lua
Contents: the script I poseted.
Then import the XML file in RME map editor and place The Oracle as NPC?
you didnt downloaded this one, the map isnot 1000x1000 come on use your head :/