Nie tylko o Tibii i OTS...
Witam, poszukuje skryptu na drzwi, które po przej¶ciu przez nie same by siê zamyka³y jak np. lvlowe.
Obecnie mam ustawione drzwi, które otwiera siê kluczem, jednak niestety nie zamykaj± siê same po przej¶ciu przez nie. czy kto¶ ma skrypt na takie drzwi aby same siê zamyka³y?
Pozdrawiam i dziêki z góry.
Tu problem rozwi±zany
<movevent type="StepOut" itemid="9272" event="script" value="closingdoor.lua"/>
Ostatnio edytowany przez songoqu (2011-02-19 10:14:21)
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Uda³o mi siê przerobiæ skrypt na soft bootsy, mo¿e komu¶ siê przyda skrypt
na NPC sprzedaj±cego klucz o danym ID.
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 npcHandler:setMessage(MESSAGE_GREET, "Hello |PLAYERNAME|. I can make from the crystal symbol a special kind of {key}.") function creatureSayCallback(cid, type, msg) if(not npcHandler:isFocused(cid)) then return false end local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid if(msgcontains(msg, 'key') or msgcontains(msg, 'klucz')) then selfSay('Should I make from the Crystal Symbol a key for 10000 gold coins?', cid) talkState[talkUser] = 1 elseif(msgcontains(msg, 'yes') and talkState[talkUser] == 1) then if(getPlayerItemCount(cid, 2319) >= 1) then if(doPlayerRemoveMoney(cid, 10000) == TRUE) then local item = getPlayerItemById(cid, TRUE, 2319) doRemoveItem(item.uid, 2319) doItemSetAttribute(doPlayerAddItem(cid,2090, 1), "aid", 10001) selfSay('Here you are.', cid) else selfSay('Sorry, you don\'t have enough gold.', cid) end else selfSay('Sorry, you don\'t have the item.', cid) end talkState[talkUser] = 0 elseif(msgcontains(msg, 'no') and isInArray({1}, talkState[talkUser]) == TRUE) then talkState[talkUser] = 0 selfSay('Ok then.', cid) end return true end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
Ostatnio edytowany przez songoqu (2011-02-18 20:43:27)
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