
Nie tylko o Tibii i OTS...

A więc mam kilka pytań do was
po 1.Jak sie robi npc który przenosi z miejsca do miejsca np z rooka na maina.
po 2.Jak sie oddala mape na map edytorze.
po 3.I poprosze dokładny opis jak sie robi quest (wiem że czeba dac skrzynke i id itemu ale to nie działa)
po 4.Jak sie robi acc makera na stronce.
po 5.I jak sie zmienia początkowe eq u kolesia.
Poprosze o odpowiedz na częśc pytań dzienkuje Pozdrawiam
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Hmmm....
1.Skrypt ... nie podam bo nie mam ...
2.Poszukaj między klawiszami x, c, v tu gdzieś to było ...
3.Jak nie działa to bug jakiś ...
4.Ściągasz acc makera podajeż w config pliku acc makera to co masz podać i musisz mieć web serva .
5.Zmienić początkowe eq to łatwizna ... Tylko powiedz czy na acc makerze czy na acc managerze !
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Punkt numer jeden to wchodzis w data/npc i robisz new plik The Oracle.xml i wklejasz to :
Spoiler:
<npc name="The Oracle" script="data/npc/scripts/oracle.lua" autowalk="0" floorchange="0" access="5" level="1" maglevel="1">
<health now="150" max="150"/>
<look typeex="1448" corpse="2212"/>
<parameters>
</parameters>
</npc>
potem wchodzisz w script i robisz plik oracle.lua i tam wklejasz to :
Spoiler:
local LEVEL = 8
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
-- OTServ event handling functions start
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
-- OTServ event handling functions 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
doPlayerSetVocation(cid,voc)
doPlayerSetTown(cid,townid)
--doPlayerSetMasterPos(cid,destination)
doTeleportThing(cid,destination)
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? city?'})
local node2 = node1:addChildKeyword({'city'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 3, destination = {x=160, y=54, z=7}, text = 'The city, eh? 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 = 'Are you sure that a druid is what you wish to become? 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 ranged marksman. 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 mighty warrior. Is that your final decision? This decision is irreversible!'})
node3:addChildKeywordNode(yesNode)
node3:addChildKeywordNode(noNode)
local node2 = node1:addChildKeyword({'vip city'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, townid = 1, destination = {x=280, y=92, z=4}, text = 'The vip city town, eh? 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 = 'Are you sure that a druid is what you wish to become? 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 ranged marksman. 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 mighty warrior. Is that your final decision? 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.'})
-- Make it react to hi/bye etc.
npcHandler:addModule(FocusModule:new())
-- Makes sure the npc reacts when you say hi, bye etc.
npcHandler:addModule(FocusModule:new())
Oddala sie mapa za pomocą Q a przybliza za pomoca W
acc maker na 8.1 masz tutja http://tibia.net.pl/php/
Ostatnio edytowany przez Legolas (2008-04-15 17:28:01)
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Mape oddala sie klawiszem "q" a przybliza "w" (chyba xD)
Quest: stawiasz skrzynie, i w rubryce Action id wpisujesz id itema
(jezeli masz account managera)Eq zmieniasz w account managerze na takie, jakie ma miec nowy
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Dzienkuje za pomoc pozdrawiam Kakashi and legolas +
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