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Tworzymy plik o nazwie Barman.xml w data/npc i wklejamy tam:
Spoiler:
<npc name="Barman" script="data/npc/scripts/drinks.lua" autowalk="25" floorchange="0" access="5" level="1" maglevel="1">
<health now="150" max="150"/>
<look type="128" head="20" body="100" legs="50" feet="99" corpse="2212"/>
<parameters>
<parameter key="message_greet" value="Hello |PLAYERNAME|. Im the bar guy." />
<parameter key="message_needmoremoney" value="You do not have enough money." />
<parameter key="message_decline" value="Is |TOTALCOST| gold coins too much for you?" />
</parameters>
</npc>
Następnie w data/npc/scripts tworzymy drinks.lua i wpisujemy:
Spoiler:
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
local shopModule = ShopModule:new()
npcHandler:addModule(shopModule)
shopModule:addBuyableItem({'lemonade', 'lemondrink'}, 2006, 10, 5, 'lemonade')
shopModule:addBuyableItem({'fruit juice', 'fruitjuice'}, 2006, 10, 21, 'fruit juice')
shopModule:addBuyableItem({'beer', 'b_e_e_r'}, 2006, 10, 3, 'beer')
shopModule:addBuyableItem({'milk', 'm_i_l_k'}, 2006, 10, 6, 'milk')
shopModule:addBuyableItem({'coconut', 'c_o_c_o_n_u_t'}, 2006, 10, 14, 'coconut milk')
shopModule:addBuyableItem({'wine', 'w_i_n_e'}, 2006, 10, 15, 'wine')
shopModule:addBuyableItem({'rum', 'r_u_m'}, 2006, 10, 27, 'rum')
npcHandler:addModule(FocusModule:new())
I mamy Barmana
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