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Marriage System [+Npc]


Vodk

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Atualização:

Retirado bug de não conseguir se divorciar
Retirado bug do NPC não responder após o pedido ser feito.
Retirado outros vários bugs que não to afim de digitar.

Introdução: É o sistema de casamento conhecido, porém foi reformulado para funcionar em versões mais recentes.

 

O sistema contém:

 

Item: Os jogadores que se casar receberão um Wedding ring com seus nomes e data do casamento.

 

6lh9f.png

 

Outfit: jogadores que se casam recebem outfit, caso se divorciem, perder as outfits.

 

IvadaSF.jpg

BQbdJ1V.jpg

 

Look: o look mostra com quem é casado.

 

w9R0p.png

 

 

 

Comandos:

/marriage info -- mostra em uma janela o preço do casamento/divórcio e o level minimo para casar.

 

/marriage status -- mostra com quem é casado e a data do casamento.

 

 

 

Sobre o divorcio: não é preciso que, para se divorciar, os 2 players casados estejam online. Exemplo:

 

JOÃO e casado com MARIA, JOÃO vai até o npc e paga um preço para de divorciar, só quem pede o divorcio que paga a taxa, logo MARIA não precisa pagar nada pois seu Ex-Patner JOÃO já pagou. O que ela precisa fazer é "assinar" com o npc o seu divorcio também.

 

 

 

 

Como casar?

 

Player que vai pedir (1):

 

A5TAH.png

 

Player que vai aceitar (2):

 

6xsGo.png

 

 

 

 

Na sua db execute:

CREATE TABLE marriage_system (
			id					  INTEGER NOT NULL,
			player_id   INTEGER NOT NULL,
			partner	  VARCHAR( 255 )  NOT NULL,
			marriage_date INTEGER NOT NULL,
			PRIMARY KEY ( id )
);

Caso você ter e querer a outfit Husband e Wife(de casamento) no seu servidor, vá na pasta Data > Xml > outfits.xml e adicione isso na outfit:

quest="150420"

que irá ficar assim:

<outfit id="23" quest="150420">
<list gender="0" lookType="329" name="Wife"/>
<list gender="1" lookType="328" name="Husband"/>
</outfit>

Mods:

 

 

MarriageSystem.xml

<?xml version="1.0" encoding="UTF-8"?> 
<mod name="MarriageSystem" version="1.0" author="Vodkart" contact="xtibia.com" enabled="yes"> 
<config name="marry_func"><![CDATA[

marry_config = {
OnlyDifferentSex = false,
Marry_Price = 300000,
Divorce_Price = 100000,
Level = 50,
MaxSqm = 7, -- to marry
Text = {'I love you!','My love!','Baby dear!'},
RingID = 10502,
TimeAccept = 30,
storage1 = 300235,
storage2 = 300236,
storage3 = 300237
}

function isMarried(cid)
local m = db.getResult("SELECT `player_id` FROM `marriage_system` WHERE `player_id` = '"..getPlayerGUID(cid).."';")
if(m:getID() == -1) then
local e = db.getResult("SELECT `partner` FROM `marriage_system` WHERE `partner` = '"..getPlayerGUID(cid).."';")
if(e:getID() == -1) then
return false
end
end
return true
end
function isPatner(cid)
local p = db.getResult("SELECT `partner` FROM `marriage_system` WHERE `player_id` = '"..getPlayerGUID(cid).."';")
if(p:getID() == -1) then
return true
end
return false
end
function Ponline(player)
local rows = db.getResult("SELECT `online` FROM `players` WHERE `id` = " .. player .. ";")
local on = rows:getDataInt("online")
if on ~= 0 then
return TRUE
else
return FALSE
end
end
function getPartner(cid)
if isPatner(cid) then
a = db.getResult("SELECT `player_id` FROM `marriage_system` WHERE `partner` = '"..getPlayerGUID(cid).."';")
b = "player_id"
else
a = db.getResult("SELECT `partner` FROM `marriage_system` WHERE `player_id` = '"..getPlayerGUID(cid).."';")
b = "partner"
end
local query = a
return getPlayerNameByGUID(query:getDataString(b))
end
function doMarry(cid, patner)
return db.executeQuery("INSERT INTO `marriage_system` (`player_id`, `partner`, `marriage_date`) VALUES ('".. getPlayerGUID(cid) .."', '"..patner.."', '".. os.time() .."');")
end
function doDivorcePlayer(cid)
if isPatner(cid) then
pid,player = getPlayerGUIDByName(getPartner(cid)),getPlayerByNameWildcard(getPartner(cid))
else
pid,player = getPlayerGUID(cid),cid
end
return db.executeQuery("DELETE FROM `marriage_system` WHERE `player_id` = '" .. pid .. "';")
end
function getMarryDate(cid)
local player = isPatner(cid) and getPlayerGUIDByName(getPartner(cid)) or getPlayerGUID(cid)
local date = db.getResult("SELECT `marriage_date` FROM `marriage_system` WHERE `player_id` = '"..player.."';")
return os.date("%d %B %Y %X ", date:getDataInt("marriage_date"))
end
]]></config>
<talkaction words="/marriage;!marriage" event="buffer"><![CDATA[
domodlib('marry_func')
param = string.lower(param)
if (param == "") then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"invalid command, for more information enter !marriage info")
elseif(param == "info") then
doShowTextDialog(cid,2160,"Marriage Info:\n\nLevel Minimum: "..marry_config.Level.."\nMarriage Cost: "..marry_config.Marry_Price.."\nDivorce Cost: "..marry_config.Divorce_Price.."\n\nMarried Players have a special buffs as a wedding gift given by the union\n\nThis bonus is only given if the married players are nearby.")
elseif(param == "status") then
doPlayerPopupFYI(cid,""..(isMarried(cid) and "Marriage Status".."\n\nMarried with: ["..getPartner(cid).."]\n\nThe date of his marriage was: "..getMarryDate(cid).."" or "you are not married").."")
end
return true
]]></talkaction>
<event type="login" name="MarryRegister" event="script"><![CDATA[
function onLogin(cid)
registerCreatureEvent(cid, "MarryLook")
registerCreatureEvent(cid, "MarryNoAttack")
    return true
    end]]></event>     
<event type="look" name="MarryLook" event="script"><![CDATA[
domodlib('marry_func')
function onLook(cid, thing, position, lookDistance)
if isPlayer(thing.uid) and isMarried(thing.uid) then
doPlayerSetSpecialDescription(thing.uid,'.\n'..(getPlayerSex(thing.uid) == 0 and 'She' or 'He')..' is married to '..getPartner(thing.uid))
end            
return true
end]]></event>
<event type="combat" name="MarryNoAttack" event="script"><![CDATA[
domodlib('marry_func')
if isPlayer(cid) and isPlayer(target) and isMarried(cid) and isMarried(target) then
if (getCreatureName(target) == getPartner(cid))then
doPlayerSendCancel(cid, "You may not attack this player.")
return false
end
end
return true
]]></event>
</mod>

 

 

 

 

 

 

Npc:

 

 

 

 

Em Npc/Data

Celest.xml

<?xml version="1.0"?>
<npc name="Celest" script="data/npc/scripts/marriagesystem.lua" walkinterval="50000" floorchange="0">
<health now="1000" max="1000"/>
<look type="130" head="0" body="114" legs="114" feet="0" addons="0"/>
<parameters>
<parameter key="message_greet" value="Hello |PLAYERNAME|. You can {marriage} or may {divorce}."/>
</parameters>
</npc>

Npc/Data/Script

 

 

 

marriagesystem.lua

domodlib('marry_func')
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
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
msg,players = string.lower(msg), {getPlayerGUID(cid)}
if msgcontains(msg, 'marry') or msgcontains(msg, 'marriage') then
if isMarried(cid) then
npcHandler:say("Sorry, You already is wedded.", cid)
elseif getPlayerStorageValue(cid, marry_config.storage3) >= 1 then
npcHandler:say("you must sign the {divorce}.", cid)
elseif getPlayerStorageValue(cid, marry_config.storage1) >= os.time() then
local pid = getPlayerStorageValue(cid, marry_config.storage2)
npcHandler:say(getPlayerNameByGUID(pid).." has set a wedding date with you. Do you want to {proceed} or {cancel} the wedding?", cid)
talkState[talkUser] = 2
else
npcHandler:say("Would you like to get married?", cid)
talkState[talkUser] = 1
end
elseif msgcontains(msg, "yes") and talkState[talkUser] == 1 then
npcHandler:say("And what\'s the name of your future partner?", cid)
talkState[talkUser] = 3
elseif talkState[talkUser] == 3 then
local player = getPlayerByNameWildcard(msg)
if(not player)then
npcHandler:say(msg.." is offline or does not exist.", cid) return true
elseif isMarried(player) then
npcHandler:say("He already is wedded.", cid) return true
elseif getPlayerStorageValue(cid, marry_config.storage3) >= 1 or getPlayerStorageValue(player, marry_config.storage3) >= 1 then
npcHandler:say((getPlayerStorageValue(cid, marry_config.storage1) >= 1 and "You" or "He").." must sign the divorce.", cid) return true
elseif getPlayerLevel(cid) < marry_config.Level or getPlayerLevel(player) < marry_config.Level then
npcHandler:say("players must to be level "..marry_config.Level, cid) return true
elseif getPlayerStorageValue(player, marry_config.storage1) >= os.time() then
npcHandler:say(msg.." already have a wedding invitation, wait.", cid) return true
elseif getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(player)) > marry_config.MaxSqm then
npcHandler:say("you are far away from each other to get married.", cid) return true
elseif marry_config.OnlyDifferentSex and getPlayerSex(cid) == getPlayerSex(player) then
npcHandler:say("you can only marry the opposite sex", cid) return true
elseif not doPlayerRemoveMoney(cid, marry_config.Marry_Price) then
npcHandler:say("Sorry, but you do not have "..marry_config.Marry_Price.." gp(s) to ask "..msg.." in marriage.", cid) return true
end
setPlayerStorageValue(player, marry_config.storage1,os.time()+marry_config.TimeAccept)
setPlayerStorageValue(player, marry_config.storage2, getPlayerGUID(cid))
npcHandler:say("you asked "..msg.." in marriage, wait a answer!", cid)
doPlayerSendTextMessage(player, MESSAGE_STATUS_CONSOLE_ORANGE,getCreatureName(cid).." asked you in marriage.")
talkState[talkUser] = 0
elseif msgcontains(msg, "proceed") and talkState[talkUser] == 2 then
player = getPlayerStorageValue(cid, marry_config.storage2)
if getPlayerStorageValue(cid, marry_config.storage1) >= os.time() then
if not isMarried(cid) then
if Ponline(player) then
x = getPlayerByNameWildcard(getPlayerNameByGUID(player))
if getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(x)) <= marry_config.MaxSqm then
table.insert(players, player)
doMarry(cid, player)
for i = 1, #players do
local ring = doPlayerAddItem(getPlayerByNameWildcard(getPlayerNameByGUID(players[i])), marry_config.RingID, 1)
doItemSetAttribute(ring, "description", getCreatureName(cid) .. " & " .. getPartner(cid) .. " forever - married on " ..getMarryDate(cid).. ".")
doCreatureSay(getPlayerByNameWildcard(getPlayerNameByGUID(players[i])), marry_config.Text[math.random(1,#marry_config.Text)], TALKTYPE_ORANGE_1)
doSendMagicEffect(getCreaturePosition(getPlayerByNameWildcard(getPlayerNameByGUID(players[i]))), 35)
setPlayerStorageValue(getPlayerByNameWildcard(getPlayerNameByGUID(players[i])), marry_config.storage3, 1)
setPlayerStorageValue(getPlayerByNameWildcard(getPlayerNameByGUID(players[i])), 150420, 1)
end
npcHandler:say("Congratulations! Now you may kiss your partner! to see the status of marriage enter !marriage status", cid)
talkState[talkUser] = 0
else
npcHandler:say("you're far away from her suitor.", cid)
end
else
npcHandler:say("suitor offline.", cid)
end
else
npcHandler:say("you are not married.", cid)
talkState[talkUser] = 0
end
else
npcHandler:say("you do not received none wedding invitation.", cid)
talkState[talkUser] = 0
end
elseif msgcontains(msg, "cancel") and talkState[talkUser] == 2 then
player = getPlayerStorageValue(cid, marry_config.storage2)
if getPlayerStorageValue(cid, marry_config.storage1) >= os.time() then
if not isMarried(cid) then
setPlayerStorageValue(cid, marry_config.storage1, -1)
npcHandler:say("You just refuse the wedding invitation from player "..getPlayerNameByGUID(player), cid)
if Ponline(player) then
doPlayerSendTextMessage(getPlayerByNameWildcard(getPlayerNameByGUID(player)), MESSAGE_STATUS_CONSOLE_ORANGE,getCreatureName(cid).." rejected his marriage proposal.")
end
else
npcHandler:say("you are already married.", cid)
talkState[talkUser] = 0
end
else
npcHandler:say("you do not received none wedding invitation.", cid)
talkState[talkUser] = 0
end
elseif msgcontains(msg, "divorce") then
if isMarried(cid) then
npcHandler:say("Would you like to divorce of your partner for "..marry_config.Divorce_Price.." gp(s) ? {yes}", cid)
talkState[talkUser] = 6
elseif getPlayerStorageValue(cid, marry_config.storage3) >= 1 then
npcHandler:say("you must sign here to end your marriage, ok? {yes}", cid)
talkState[talkUser] = 7
else
npcHandler:say("you are not married", cid)
talkState[talkUser] = 0
end
elseif msgcontains(msg, "yes") and talkState[talkUser] == 6 then
if isMarried(cid) then
if doPlayerRemoveMoney(cid, marry_config.Divorce_Price) then
npcHandler:say("Congratulations, you end up divorcing from player: "..getPartner(cid), cid)
setPlayerStorageValue(cid, 150420, -1)
setPlayerStorageValue(cid, marry_config.storage3, -1)
pguid = getPlayerGUIDByName(getPartner(cid))
if Ponline(pguid) then
setPlayerStorageValue(getPlayerByNameWildcard(getPlayerNameByGUID(pguid)), 150420, -1)
else
db.executeQuery("DELETE FROM `player_storage` WHERE `player_id` = " .. pguid .. " AND `key` = 150420;")
end
doDivorcePlayer(cid)
else
npcHandler:say("Sorry, you do not have "..marry_config.Divorce_Price.." gp(s).", cid)
end
else
npcHandler:say("you are not married.", cid)
end
elseif msgcontains(msg, "yes") and talkState[talkUser] == 7 then
npcHandler:say("Congratulations, you end up divorcing.", cid)
setPlayerStorageValue(cid, marry_config.storage3, -1)
elseif msg == "no" and talkState[talkUser] >= 1 then
selfSay("tudo bem então.", cid)
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

 

 

 

 

 

Configuração:

marry_config = {
OnlyDifferentSex = false, -- se precisa ser do sexo oposto
Marry_Price = 300000, -- quanto vai custar o pedido de casamento
Divorce_Price = 100000, -- quanto vai custar o divórcio
Level = 50, -- que level precisa ser para casar
MaxSqm = 7, -- aqui é quantos sqm eles precisam estar perto um do outro para se casar
Text = {'I love you!','My love!','Baby dear!'}, -- frases que vão sair ao se casar 
RingID = 10502, -- id do ring que receberão ao se casar
TimeAccept = 30, -- tempo que o jogador tem para aceitar o pedido de casamento
storage1 = 300235, -- n mexa
storage2 = 300236, -- n mexa
storage3 = 300237 -- n mexa
}

Alguns membros pediram pra traduzir para o português mas poderia dar conflito em alguns servers.

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Me ensina a executar os comandos na DB, eu nunca mexi com ela '-

 

1° Abra o programa Sqlite

2° Selecione a database do seu server, por exemplo o "forgottenserver.s3db"

3° na parte superior do programa tem a aba "Tools",clica nela e seleciona "Open SQL query editor" (ALT+E)

4° vai abrir uma janela em branco e você coloca o comando

5° depois de ter feito isso, clica no ícone do raio na parte de cima ou aperta f9 que a query vai ser executada.

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Tá dando esse erro, quando eu peço o outro player em casamento, e respondo com o outro players com os 2 players online, quando eu falo proceed, o npc n responde nada.

 

Tipo, os 2 noivos recebem o anel e tals, só n recebem a outfit e nem fica no look lá mostrando com quem é casado.

eIsTnPV.png

Editado por GOD Vitor
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no momento não está atualizado pra servidores derivados, vou arrumar isso hoje.

testei em um dbo e deu o mesmo erro, quando eu atualizar vou editar o post.

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