Hello I wonder if you can do like a chain quest like If you have done quest 1 with storage 20000 you are now able to continue do the next quest?
Here is the code !
Quest2.lua
Here is the code !
Quest2.lua
Code:
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
item = 'You do not have the required items.'
done = 'Here you are.'
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
if msgcontains(msg, 'help') then
queststatus = getPlayerStorageValue(cid,20001)
if queststatus == -1 then
selfSay('My men and I was attacked by the orcs west from here at the mountain they killed all my men leaving just me alive. I want you to kill there Shaman so we can create a portal to his ring. When he is killed go through the teleport and grab the {ring} of death and use the portal to get back to me agian and you will be greatly rewarded', cid)
else
selfSay('You have alredy done this quest or you hasent done the requierd quest to do this one.', cid)
end
elseif msgcontains(msg, 'ring') then
if getPlayerItemCount(cid,6300) >= 1 then
selfSay('Great I see that you have the ring! Can I have it?', cid)
talk_state = 2
else
selfSay('Ehh... are you trying to fool me?', cid)
talk_state = 0
end
elseif msgcontains(msg, 'yes') and talk_state == 2 then
talk_state = 0
if getPlayerItemCount(cid,6300) >= 1 then
if doPlayerRemoveItem(cid,6300, 1) == TRUE then
selfSay('Yes the ring is mine thank you for your help please go south from here and find my brother Stan.', cid)
doPlayerAddItem(cid, 2152, 10)
doPlayerAddExp(cid, 9000)
setPlayerStorageValue(cid,20001,1)
end
else
selfSay(item, cid)
end
elseif msgcontains(msg, 'no') and (talk_state >= 1 and talk_state <= 5) then
selfSay('Fool! Stop wasting my time then!')
talk_state = 0
end
-- Place all your code in here. Remember that hi, bye and all that stuff is already handled by the npcsystem, so you do not have to take care of that yourself.
return true
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())