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Programação [7.72] OTX2 - Problem with NPC queue


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Hi all, I will write in english because I am from EU.

. Q ual server or website you use as a base? 

Server 7.72, OTX2 i think. I am using package below.

What is the reason for this topic? 

When NPC is serving 2 players and player which is first in queue goes away and tries to talk with another NPC my problem is occurring. Second NPC does not serve player, just saying that he sould wait in queue.
I want to ask you what will be the best way to fix it? I think that now all NPCs got one common queue.

 

I am pasting npchandler.lua below. Don't know if it's right place where I am looking for solution in this code.

Do you have the code available? If you have, post it here: 

 -- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team,
-- Modified by The OTX Server Team.

if(NpcHandler == nil) then
	-- Constant talkdelay behaviors.
	TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
	TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
	TALKDELAY_EVENT = 2 -- Not yet implemented

	-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
	NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

	-- Constant conversation behaviors.
	CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
	CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
		--Small Note: Private conversations also means the NPC will use multi-focus system.

	-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
	NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT

	-- Constant indexes for defining default messages.
	MESSAGE_GREET 			= 1 -- When the player greets the npc.
	MESSAGE_FAREWELL 		= 2 -- When the player unGreets the npc.
	MESSAGE_BUY 			= 3 -- When the npc asks the player if he wants to buy something.
	MESSAGE_ONBUY 			= 4 -- When the player successfully buys something via talk.
	MESSAGE_BOUGHT			= 5 -- When the player bought something through the shop window.
	MESSAGE_SELL 			= 6 -- When the npc asks the player if he wants to sell something.
	MESSAGE_ONSELL 			= 7 -- When the player successfully sells something via talk.
	MESSAGE_SOLD			= 8 -- When the player sold something through the shop window.
	MESSAGE_MISSINGMONEY		= 9 -- When the player does not have enough money.
	MESSAGE_MISSINGITEM		= 10 -- When the player is trying to sell an item he does not have.
	MESSAGE_NEEDMONEY		= 11 -- Same as above, used for shop window.
	MESSAGE_NEEDITEM		= 12 -- Same as above, used for shop window.
	MESSAGE_NEEDSPACE 		= 13 -- When the player don't have any space to buy an item
	MESSAGE_NEEDMORESPACE		= 14 -- When the player has some space to buy an item, but not enough space
	MESSAGE_IDLETIMEOUT		= 15 -- When the player has been idle for longer then idleTime allows.
	MESSAGE_WALKAWAY		= 16 -- When the player walks out of the talkRadius of the npc.
	MESSAGE_DECLINE			= 17 -- When the player says no to something.
	MESSAGE_SENDTRADE		= 18 -- When the npc sends the trade window to the player
	MESSAGE_NOSHOP			= 19 -- When the npc's shop is requested but he doesn't have any
	MESSAGE_ONCLOSESHOP		= 20 -- When the player closes the npc's shop window
	MESSAGE_ALREADYFOCUSED		= 21 -- When the player already has the focus of this npc.
	MESSAGE_PLACEDINQUEUE		= 22 -- When the player has been placed in the costumer queue.

	-- Constant indexes for callback functions. These are also used for module callback ids.
	CALLBACK_CREATURE_APPEAR 	= 1
	CALLBACK_CREATURE_DISAPPEAR	= 2
	CALLBACK_CREATURE_SAY 		= 3
	CALLBACK_ONTHINK 		= 4
	CALLBACK_GREET 			= 5
	CALLBACK_FAREWELL 		= 6
	CALLBACK_MESSAGE_DEFAULT 	= 7
	CALLBACK_PLAYER_ENDTRADE 	= 8
	CALLBACK_PLAYER_CLOSECHANNEL	= 9
	CALLBACK_ONBUY			= 10
	CALLBACK_ONSELL			= 11

	-- Addidional module callback ids
	CALLBACK_MODULE_INIT		= 12
	CALLBACK_MODULE_RESET		= 13

	-- Constant strings defining the keywords to replace in the default messages.
	TAG_PLAYERNAME = '|PLAYERNAME|'
	TAG_ITEMCOUNT = '|ITEMCOUNT|'
	TAG_TOTALCOST = '|TOTALCOST|'
	TAG_ITEMNAME = '|ITEMNAME|'
	TAG_QUEUESIZE = '|QUEUESIZE|'

	NpcHandler = {
		keywordHandler = nil,
		focuses = nil,
		talkStart = nil,
		idleTime = 300,
		talkRadius = 4,
		talkDelayTime = 350, -- Seconds to delay outgoing messages.
		queue = nil,
		talkDelay = nil,
		callbackFunctions = nil,
		modules = nil,
		shopItems = nil, -- They must be here since ShopModule uses "static" functions
		messages = {
			-- These are the default replies of all npcs. They can/should be changed individually for each npc.
			[MESSAGE_GREET] 	= 'Welcome, |PLAYERNAME|! I have been expecting you.',
			[MESSAGE_FAREWELL] 	= 'Good bye, |PLAYERNAME|!',
			[MESSAGE_BUY] 		= 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
			[MESSAGE_ONBUY] 	= 'It was a pleasure doing business with you.',
			[MESSAGE_BOUGHT] 	= 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
			[MESSAGE_SELL] 		= 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
			[MESSAGE_ONSELL] 	= 'Thank you for this |ITEMNAME|, |PLAYERNAME|.',
			[MESSAGE_SOLD]	 	= 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
			[MESSAGE_MISSINGMONEY]	= 'Sorry, you don\'t have enough money.',
			[MESSAGE_MISSINGITEM] 	= 'You don\'t even have that item, |PLAYERNAME|!',
			[MESSAGE_NEEDMONEY] 	= 'You do not have enough money.',
			[MESSAGE_NEEDITEM]	= 'You do not have this object.',
			[MESSAGE_NEEDSPACE]	= 'You do not have enough capacity.',
			[MESSAGE_NEEDMORESPACE]	= 'You do not have enough capacity for all items.',
			[MESSAGE_IDLETIMEOUT] 	= 'Next, please!',
			[MESSAGE_WALKAWAY] 	= 'How rude!',
			[MESSAGE_DECLINE]	= 'Not good enough, is it... ?',
			[MESSAGE_SENDTRADE]	= 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
			[MESSAGE_NOSHOP]	= 'Sorry, I\'m not offering anything.',
			[MESSAGE_ONCLOSESHOP]	= 'Thank you, come back when you want something more.',
			[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',
			[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
		}
	}

	-- Creates a new NpcHandler with an empty callbackFunction stack.
	function NpcHandler:new(keywordHandler)
		local obj = {}
		obj.messages = {}

		obj.keywordHandler = keywordHandler
		obj.queue = Queue:new(obj)
		obj.focuses = 0
		obj.talkStart = 0
		obj.callbackFunctions = {}
		obj.modules = {}
		obj.talkDelay = {}
		obj.shopItems = {}

		setmetatable(obj.messages, self.messages)
		self.messages.__index = self.messages

		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Re-defines the maximum idle time allowed for a player when talking to this npc.
	function NpcHandler:setMaxIdleTime(newTime)
		self.idleTime = newTime
	end

	-- Attackes a new keyword handler to this npchandler
	function NpcHandler:setKeywordHandler(newHandler)
		self.keywordHandler = newHandler
	end

	-- Function used to change the focus of this npc.
	function NpcHandler:addFocus(newFocus)
		if((newFocus ~= 0 and not isCreature(newFocus))) then
			return
		end

		self.focuses = newFocus
		self:updateFocus(true)
	end
	NpcHandler.changeFocus = NpcHandler.addFocus -- "changeFocus" looks better for CONVERSATION_DEFAULT

	-- Function used to verify if npc is focused to certain player
	function NpcHandler:isFocused(focus, creatureCheck)
		local creatureCheck = creatureCheck or false
		if(creatureCheck or isCreature(self.focuses)) then
			return self.focuses == focus
		end

		self:changeFocus(0)
		return false
	end

	-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
	--	Should also be called whenever a new player is focused.
	function NpcHandler:updateFocus(creatureCheck)
		local creatureCheck = creatureCheck or false
		if(creatureCheck or isCreature(self.focuses)) then
			doNpcSetCreatureFocus(self.focuses)
			return
		end

		doNpcSetCreatureFocus(0)
	end

	-- Used when the npc should un-focus the player.
	function NpcHandler:releaseFocus(focus)
		if(self.focuses == focus) then
			self:changeFocus(0)
		end
	end

	-- Internal un-focusing function, beware using!
	function NpcHandler:unsetFocus(focus, pos)
		if(type(self.focuses) ~= "table" or pos == nil or self.focuses[pos] == nil) then
			return
		end

		table.remove(self.focuses, pos)
		self.talkStart[focus] = nil
		self:updateFocus()
	end

	-- Returns the callback function with the specified id or nil if no such callback function exists.
	function NpcHandler:getCallback(id)
		local ret = nil
		if(self.callbackFunctions ~= nil) then
			ret = self.callbackFunctions[id]
		end

		return ret
	end

	-- Changes the callback function for the given id to callback.
	function NpcHandler:setCallback(id, callback)
		if(self.callbackFunctions ~= nil) then
			self.callbackFunctions[id] = callback
		end
	end

	-- Adds a module to this npchandler and inits it.
	function NpcHandler:addModule(module)
		if(self.modules == nil or module == nil) then
			return false
		end

		module:init(self)
		if(module.parseParameters ~= nil) then
			module:parseParameters()
		end

		table.insert(self.modules, module)
		return true
	end

	-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
	function NpcHandler:processModuleCallback(id, ...)
		local ret = true
		for _, module in pairs(self.modules) do
			local tmpRet = true
			if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
				tmpRet = module:callbackOnCreatureAppear(...)
			elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
				tmpRet = module:callbackOnCreatureDisappear(...)
			elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
				tmpRet = module:callbackOnCreatureSay(...)
			elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
				tmpRet = module:callbackOnPlayerEndTrade(...)
			elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
				tmpRet = module:callbackOnPlayerCloseChannel(...)
			elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
				tmpRet = module:callbackOnBuy(...)
			elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
				tmpRet = module:callbackOnSell(...)
			elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
				tmpRet = module:callbackOnThink(...)
			elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
				tmpRet = module:callbackOnGreet(...)
			elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
				tmpRet = module:callbackOnFarewell(...)
			elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
				tmpRet = module:callbackOnMessageDefault(...)
			elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
				tmpRet = module:callbackOnModuleReset(...)
			end

			if(not tmpRet) then
				ret = false
				break
			end
		end

		return ret
	end

	-- Returns the message represented by id.
	function NpcHandler:getMessage(id)
		local ret = nil
		if(self.messages ~= nil) then
			ret = self.messages[id]
		end

		return ret
	end

	-- Changes the default response message with the specified id to newMessage.
	function NpcHandler:setMessage(id, newMessage)
		if(self.messages ~= nil) then
			self.messages[id] = newMessage
		end
	end

	-- Translates all message tags found in msg using parseInfo
	function NpcHandler:parseMessage(msg, parseInfo)
		for search, replace in pairs(parseInfo) do
			if(replace ~= nil) then
				msg = msg:gsub(search, replace)
			end
		end

		return msg
	end

	-- Makes sure the npc un-focuses the currently focused player
	function NpcHandler:unGreet(cid)
		if(not self:isFocused(cid)) then
			return
		end

		local callback = self:getCallback(CALLBACK_FAREWELL)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_FAREWELL)) then
				if(self.queue == nil or not self.queue:greetNext()) then
					local msg = self:getMessage(MESSAGE_FAREWELL)
					msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 })

					self:resetNpc(cid)
					self:say(msg)
					self:releaseFocus(cid)
				end
			end
		end
	end

	-- Greets a new player.
	function NpcHandler:greet(cid)
		local callback = self:getCallback(CALLBACK_GREET)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_GREET, cid)) then
				local msg = self:getMessage(MESSAGE_GREET)
				msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getCreatureName(cid) })

				self:addFocus(cid)
				self:say(msg)
			end
		end
	end

	-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
	function NpcHandler:onCreatureAppear(cid)
		local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then
				--
			end
		end
	end

	-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
	function NpcHandler:onCreatureDisappear(cid)
		local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
				if(self:isFocused(cid)) then
					self:unGreet(cid)
				end
			end
		end
	end

	-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
	function NpcHandler:onCreatureSay(cid, class, msg)
		local callback = self:getCallback(CALLBACK_CREATURE_SAY)
		if(callback == nil or callback(cid, class, msg)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
				if(not self:isInRange(cid)) then
					return
				end

				if(self.keywordHandler ~= nil) then
					local ret = self.keywordHandler:processMessage(cid, msg)
					if(not ret) then
						local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
						if(callback ~= nil and callback(cid, class, msg)) then
							self.talkStart = os.time()
						end
					else
						self.talkStart = os.time()
					end
				end
			end
		end
	end

	-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
	function NpcHandler:onPlayerEndTrade(cid)
		local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid)) then
				if(self:isFocused(cid)) then
					local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
					local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
					self:say(msg, cid)
				end
			end
		end
	end

	-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
	function NpcHandler:onPlayerCloseChannel(cid)
		local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid)) then
				if(self:isFocused(cid)) then
					self:unGreet(cid)
				end
			end
		end
	end

	-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
	function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		local callback = self:getCallback(CALLBACK_ONBUY)
		if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
			if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
				--
			end
		end
	end

	-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
	function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		local callback = self:getCallback(CALLBACK_ONSELL)
		if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
			if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
				--
			end
		end
	end

	-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
	function NpcHandler:onThink()
		local callback = self:getCallback(CALLBACK_ONTHINK)
		if(callback == nil or callback()) then
			for i, speech in pairs(self.talkDelay) do
				if((speech.cid == nil or speech.cid == 0) and speech.time ~= nil and speech.message ~= nil) then
					if(os.mtime() >= speech.time) then
						selfSay(speech.message)
						self.talkDelay[i] = nil
					end
				elseif(isCreature(speech.cid) and speech.start ~= nil and speech.time ~= nil and speech.message ~= nil) then
					if(os.mtime() >= speech.time) then
						local talkStart = self.talkStart
						if(speech.force or (self:isFocused(speech.cid) and talkStart == speech.start)) then
							selfSay(speech.message)
						end

						self.talkDelay[i] = nil
					end
				else
					self.talkDelay[i] = nil
				end
			end

			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(self.focuses ~= 0) then
					if(not self:isInRange(self.focuses)) then
						self:onWalkAway(self.focuses)
					elseif((os.time() - self.talkStart) > self.idleTime) then
						self:unGreet(self.focuses)
					else
						self:updateFocus()
					end
				end
			end
		end
	end

	-- Tries to greet the player with the given cid.
	function NpcHandler:onGreet(cid)
		if(self:isInRange(cid)) then
			if(self.focuses == 0) then
				self:greet(cid)
			elseif(self.focuses == cid) then
				local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
				local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
				msg = self:parseMessage(msg, parseInfo)
				self:say(msg)
			else
				if(not self.queue:isInQueue(cid)) then
					self.queue:push(cid)
				end

				local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
				local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
				msg = self:parseMessage(msg, parseInfo)
				self:say(msg)
			end
		end
	end

	-- Simply calls the underlying unGreet function.
	function NpcHandler:onFarewell(cid)
		self:unGreet(cid)
	end

	-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
	function NpcHandler:onWalkAway(cid)
		if(self:isFocused(cid)) then
			local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
			if(callback == nil or callback(cid)) then
				if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
					if(self.queue == nil or not self.queue:greetNext()) then
						local msg = self:getMessage(MESSAGE_WALKAWAY)
						self:resetNpc(cid)
						self:say(self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 }))
						self:releaseFocus(cid)
					end
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		if not isPlayer(cid) then
			return false
		end

		local distance = getNpcDistanceTo(cid) or -1
		return distance ~= -1 and distance <= self.talkRadius
	end

	-- Resets the npc into it's initial state (in regard of the keyrodhandler).
	--	All modules are also receiving a reset call through their callbackOnModuleReset function.
	function NpcHandler:resetNpc(cid)
		if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
			self.keywordHandler:reset(cid)
		end
	end

	-- Makes the npc represented by this instance of NpcHandler say something.
	--	This implements the currently set type of talkdelay.
	function NpcHandler:say(message, focus, delay, force)
		local delay = delay or 0
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or delay <= 0) then
			selfSay(message)
			return
		end
			
		-- TODO: Add an event handling method for delayed messages
		table.insert(self.talkDelay, {
			id = getNpcId(),
			cid = focus,
			message = message,
			time = os.mtime() + (delay and delay or self.talkDelayTime),
			start = os.time(),
			force = force or false
		})
	end
end

 

Do you have any images that can help with the problem? If so, put it here. 

125162631_678600132794653_5418850776378867661_n.png?_nc_cat=101&ccb=2&_nc_sid=ae9488&_nc_ohc=FOcLlKBQV1gAX8ErFhS&_nc_ad=z-m&_nc_cid=0&_nc_ht=scontent.xx&oh=d4a8549854a22e33210a1a6309bff1b3&oe=5FD46D64

 

 

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Cziks

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  • 1 year later...
Em 13/11/2020 em 18:24, Cziks disse:

Hi all, I will write in english because I am from EU.

. Q ual server or website you use as a base? 

Server 7.72, OTX2 i think. I am using package below.

What is the reason for this topic? 

When NPC is serving 2 players and player which is first in queue goes away and tries to talk with another NPC my problem is occurring. Second NPC does not serve player, just saying that he sould wait in queue.
I want to ask you what will be the best way to fix it? I think that now all NPCs got one common queue.

 

I am pasting npchandler.lua below. Don't know if it's right place where I am looking for solution in this code.

Do you have the code available? If you have, post it here: 


 -- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team,
-- Modified by The OTX Server Team.

if(NpcHandler == nil) then
	-- Constant talkdelay behaviors.
	TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
	TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
	TALKDELAY_EVENT = 2 -- Not yet implemented

	-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
	NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

	-- Constant conversation behaviors.
	CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
	CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
		--Small Note: Private conversations also means the NPC will use multi-focus system.

	-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
	NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT

	-- Constant indexes for defining default messages.
	MESSAGE_GREET 			= 1 -- When the player greets the npc.
	MESSAGE_FAREWELL 		= 2 -- When the player unGreets the npc.
	MESSAGE_BUY 			= 3 -- When the npc asks the player if he wants to buy something.
	MESSAGE_ONBUY 			= 4 -- When the player successfully buys something via talk.
	MESSAGE_BOUGHT			= 5 -- When the player bought something through the shop window.
	MESSAGE_SELL 			= 6 -- When the npc asks the player if he wants to sell something.
	MESSAGE_ONSELL 			= 7 -- When the player successfully sells something via talk.
	MESSAGE_SOLD			= 8 -- When the player sold something through the shop window.
	MESSAGE_MISSINGMONEY		= 9 -- When the player does not have enough money.
	MESSAGE_MISSINGITEM		= 10 -- When the player is trying to sell an item he does not have.
	MESSAGE_NEEDMONEY		= 11 -- Same as above, used for shop window.
	MESSAGE_NEEDITEM		= 12 -- Same as above, used for shop window.
	MESSAGE_NEEDSPACE 		= 13 -- When the player don't have any space to buy an item
	MESSAGE_NEEDMORESPACE		= 14 -- When the player has some space to buy an item, but not enough space
	MESSAGE_IDLETIMEOUT		= 15 -- When the player has been idle for longer then idleTime allows.
	MESSAGE_WALKAWAY		= 16 -- When the player walks out of the talkRadius of the npc.
	MESSAGE_DECLINE			= 17 -- When the player says no to something.
	MESSAGE_SENDTRADE		= 18 -- When the npc sends the trade window to the player
	MESSAGE_NOSHOP			= 19 -- When the npc's shop is requested but he doesn't have any
	MESSAGE_ONCLOSESHOP		= 20 -- When the player closes the npc's shop window
	MESSAGE_ALREADYFOCUSED		= 21 -- When the player already has the focus of this npc.
	MESSAGE_PLACEDINQUEUE		= 22 -- When the player has been placed in the costumer queue.

	-- Constant indexes for callback functions. These are also used for module callback ids.
	CALLBACK_CREATURE_APPEAR 	= 1
	CALLBACK_CREATURE_DISAPPEAR	= 2
	CALLBACK_CREATURE_SAY 		= 3
	CALLBACK_ONTHINK 		= 4
	CALLBACK_GREET 			= 5
	CALLBACK_FAREWELL 		= 6
	CALLBACK_MESSAGE_DEFAULT 	= 7
	CALLBACK_PLAYER_ENDTRADE 	= 8
	CALLBACK_PLAYER_CLOSECHANNEL	= 9
	CALLBACK_ONBUY			= 10
	CALLBACK_ONSELL			= 11

	-- Addidional module callback ids
	CALLBACK_MODULE_INIT		= 12
	CALLBACK_MODULE_RESET		= 13

	-- Constant strings defining the keywords to replace in the default messages.
	TAG_PLAYERNAME = '|PLAYERNAME|'
	TAG_ITEMCOUNT = '|ITEMCOUNT|'
	TAG_TOTALCOST = '|TOTALCOST|'
	TAG_ITEMNAME = '|ITEMNAME|'
	TAG_QUEUESIZE = '|QUEUESIZE|'

	NpcHandler = {
		keywordHandler = nil,
		focuses = nil,
		talkStart = nil,
		idleTime = 300,
		talkRadius = 4,
		talkDelayTime = 350, -- Seconds to delay outgoing messages.
		queue = nil,
		talkDelay = nil,
		callbackFunctions = nil,
		modules = nil,
		shopItems = nil, -- They must be here since ShopModule uses "static" functions
		messages = {
			-- These are the default replies of all npcs. They can/should be changed individually for each npc.
			[MESSAGE_GREET] 	= 'Welcome, |PLAYERNAME|! I have been expecting you.',
			[MESSAGE_FAREWELL] 	= 'Good bye, |PLAYERNAME|!',
			[MESSAGE_BUY] 		= 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
			[MESSAGE_ONBUY] 	= 'It was a pleasure doing business with you.',
			[MESSAGE_BOUGHT] 	= 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
			[MESSAGE_SELL] 		= 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
			[MESSAGE_ONSELL] 	= 'Thank you for this |ITEMNAME|, |PLAYERNAME|.',
			[MESSAGE_SOLD]	 	= 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
			[MESSAGE_MISSINGMONEY]	= 'Sorry, you don\'t have enough money.',
			[MESSAGE_MISSINGITEM] 	= 'You don\'t even have that item, |PLAYERNAME|!',
			[MESSAGE_NEEDMONEY] 	= 'You do not have enough money.',
			[MESSAGE_NEEDITEM]	= 'You do not have this object.',
			[MESSAGE_NEEDSPACE]	= 'You do not have enough capacity.',
			[MESSAGE_NEEDMORESPACE]	= 'You do not have enough capacity for all items.',
			[MESSAGE_IDLETIMEOUT] 	= 'Next, please!',
			[MESSAGE_WALKAWAY] 	= 'How rude!',
			[MESSAGE_DECLINE]	= 'Not good enough, is it... ?',
			[MESSAGE_SENDTRADE]	= 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
			[MESSAGE_NOSHOP]	= 'Sorry, I\'m not offering anything.',
			[MESSAGE_ONCLOSESHOP]	= 'Thank you, come back when you want something more.',
			[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',
			[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
		}
	}

	-- Creates a new NpcHandler with an empty callbackFunction stack.
	function NpcHandler:new(keywordHandler)
		local obj = {}
		obj.messages = {}

		obj.keywordHandler = keywordHandler
		obj.queue = Queue:new(obj)
		obj.focuses = 0
		obj.talkStart = 0
		obj.callbackFunctions = {}
		obj.modules = {}
		obj.talkDelay = {}
		obj.shopItems = {}

		setmetatable(obj.messages, self.messages)
		self.messages.__index = self.messages

		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Re-defines the maximum idle time allowed for a player when talking to this npc.
	function NpcHandler:setMaxIdleTime(newTime)
		self.idleTime = newTime
	end

	-- Attackes a new keyword handler to this npchandler
	function NpcHandler:setKeywordHandler(newHandler)
		self.keywordHandler = newHandler
	end

	-- Function used to change the focus of this npc.
	function NpcHandler:addFocus(newFocus)
		if((newFocus ~= 0 and not isCreature(newFocus))) then
			return
		end

		self.focuses = newFocus
		self:updateFocus(true)
	end
	NpcHandler.changeFocus = NpcHandler.addFocus -- "changeFocus" looks better for CONVERSATION_DEFAULT

	-- Function used to verify if npc is focused to certain player
	function NpcHandler:isFocused(focus, creatureCheck)
		local creatureCheck = creatureCheck or false
		if(creatureCheck or isCreature(self.focuses)) then
			return self.focuses == focus
		end

		self:changeFocus(0)
		return false
	end

	-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
	--	Should also be called whenever a new player is focused.
	function NpcHandler:updateFocus(creatureCheck)
		local creatureCheck = creatureCheck or false
		if(creatureCheck or isCreature(self.focuses)) then
			doNpcSetCreatureFocus(self.focuses)
			return
		end

		doNpcSetCreatureFocus(0)
	end

	-- Used when the npc should un-focus the player.
	function NpcHandler:releaseFocus(focus)
		if(self.focuses == focus) then
			self:changeFocus(0)
		end
	end

	-- Internal un-focusing function, beware using!
	function NpcHandler:unsetFocus(focus, pos)
		if(type(self.focuses) ~= "table" or pos == nil or self.focuses[pos] == nil) then
			return
		end

		table.remove(self.focuses, pos)
		self.talkStart[focus] = nil
		self:updateFocus()
	end

	-- Returns the callback function with the specified id or nil if no such callback function exists.
	function NpcHandler:getCallback(id)
		local ret = nil
		if(self.callbackFunctions ~= nil) then
			ret = self.callbackFunctions[id]
		end

		return ret
	end

	-- Changes the callback function for the given id to callback.
	function NpcHandler:setCallback(id, callback)
		if(self.callbackFunctions ~= nil) then
			self.callbackFunctions[id] = callback
		end
	end

	-- Adds a module to this npchandler and inits it.
	function NpcHandler:addModule(module)
		if(self.modules == nil or module == nil) then
			return false
		end

		module:init(self)
		if(module.parseParameters ~= nil) then
			module:parseParameters()
		end

		table.insert(self.modules, module)
		return true
	end

	-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
	function NpcHandler:processModuleCallback(id, ...)
		local ret = true
		for _, module in pairs(self.modules) do
			local tmpRet = true
			if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
				tmpRet = module:callbackOnCreatureAppear(...)
			elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
				tmpRet = module:callbackOnCreatureDisappear(...)
			elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
				tmpRet = module:callbackOnCreatureSay(...)
			elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
				tmpRet = module:callbackOnPlayerEndTrade(...)
			elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
				tmpRet = module:callbackOnPlayerCloseChannel(...)
			elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
				tmpRet = module:callbackOnBuy(...)
			elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
				tmpRet = module:callbackOnSell(...)
			elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
				tmpRet = module:callbackOnThink(...)
			elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
				tmpRet = module:callbackOnGreet(...)
			elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
				tmpRet = module:callbackOnFarewell(...)
			elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
				tmpRet = module:callbackOnMessageDefault(...)
			elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
				tmpRet = module:callbackOnModuleReset(...)
			end

			if(not tmpRet) then
				ret = false
				break
			end
		end

		return ret
	end

	-- Returns the message represented by id.
	function NpcHandler:getMessage(id)
		local ret = nil
		if(self.messages ~= nil) then
			ret = self.messages[id]
		end

		return ret
	end

	-- Changes the default response message with the specified id to newMessage.
	function NpcHandler:setMessage(id, newMessage)
		if(self.messages ~= nil) then
			self.messages[id] = newMessage
		end
	end

	-- Translates all message tags found in msg using parseInfo
	function NpcHandler:parseMessage(msg, parseInfo)
		for search, replace in pairs(parseInfo) do
			if(replace ~= nil) then
				msg = msg:gsub(search, replace)
			end
		end

		return msg
	end

	-- Makes sure the npc un-focuses the currently focused player
	function NpcHandler:unGreet(cid)
		if(not self:isFocused(cid)) then
			return
		end

		local callback = self:getCallback(CALLBACK_FAREWELL)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_FAREWELL)) then
				if(self.queue == nil or not self.queue:greetNext()) then
					local msg = self:getMessage(MESSAGE_FAREWELL)
					msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 })

					self:resetNpc(cid)
					self:say(msg)
					self:releaseFocus(cid)
				end
			end
		end
	end

	-- Greets a new player.
	function NpcHandler:greet(cid)
		local callback = self:getCallback(CALLBACK_GREET)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_GREET, cid)) then
				local msg = self:getMessage(MESSAGE_GREET)
				msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getCreatureName(cid) })

				self:addFocus(cid)
				self:say(msg)
			end
		end
	end

	-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
	function NpcHandler:onCreatureAppear(cid)
		local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then
				--
			end
		end
	end

	-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
	function NpcHandler:onCreatureDisappear(cid)
		local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
				if(self:isFocused(cid)) then
					self:unGreet(cid)
				end
			end
		end
	end

	-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
	function NpcHandler:onCreatureSay(cid, class, msg)
		local callback = self:getCallback(CALLBACK_CREATURE_SAY)
		if(callback == nil or callback(cid, class, msg)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
				if(not self:isInRange(cid)) then
					return
				end

				if(self.keywordHandler ~= nil) then
					local ret = self.keywordHandler:processMessage(cid, msg)
					if(not ret) then
						local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
						if(callback ~= nil and callback(cid, class, msg)) then
							self.talkStart = os.time()
						end
					else
						self.talkStart = os.time()
					end
				end
			end
		end
	end

	-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
	function NpcHandler:onPlayerEndTrade(cid)
		local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid)) then
				if(self:isFocused(cid)) then
					local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
					local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
					self:say(msg, cid)
				end
			end
		end
	end

	-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
	function NpcHandler:onPlayerCloseChannel(cid)
		local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
		if(callback == nil or callback(cid)) then
			if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid)) then
				if(self:isFocused(cid)) then
					self:unGreet(cid)
				end
			end
		end
	end

	-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
	function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		local callback = self:getCallback(CALLBACK_ONBUY)
		if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
			if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
				--
			end
		end
	end

	-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
	function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		local callback = self:getCallback(CALLBACK_ONSELL)
		if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
			if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
				--
			end
		end
	end

	-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
	function NpcHandler:onThink()
		local callback = self:getCallback(CALLBACK_ONTHINK)
		if(callback == nil or callback()) then
			for i, speech in pairs(self.talkDelay) do
				if((speech.cid == nil or speech.cid == 0) and speech.time ~= nil and speech.message ~= nil) then
					if(os.mtime() >= speech.time) then
						selfSay(speech.message)
						self.talkDelay[i] = nil
					end
				elseif(isCreature(speech.cid) and speech.start ~= nil and speech.time ~= nil and speech.message ~= nil) then
					if(os.mtime() >= speech.time) then
						local talkStart = self.talkStart
						if(speech.force or (self:isFocused(speech.cid) and talkStart == speech.start)) then
							selfSay(speech.message)
						end

						self.talkDelay[i] = nil
					end
				else
					self.talkDelay[i] = nil
				end
			end

			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(self.focuses ~= 0) then
					if(not self:isInRange(self.focuses)) then
						self:onWalkAway(self.focuses)
					elseif((os.time() - self.talkStart) > self.idleTime) then
						self:unGreet(self.focuses)
					else
						self:updateFocus()
					end
				end
			end
		end
	end

	-- Tries to greet the player with the given cid.
	function NpcHandler:onGreet(cid)
		if(self:isInRange(cid)) then
			if(self.focuses == 0) then
				self:greet(cid)
			elseif(self.focuses == cid) then
				local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
				local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
				msg = self:parseMessage(msg, parseInfo)
				self:say(msg)
			else
				if(not self.queue:isInQueue(cid)) then
					self.queue:push(cid)
				end

				local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
				local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
				msg = self:parseMessage(msg, parseInfo)
				self:say(msg)
			end
		end
	end

	-- Simply calls the underlying unGreet function.
	function NpcHandler:onFarewell(cid)
		self:unGreet(cid)
	end

	-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
	function NpcHandler:onWalkAway(cid)
		if(self:isFocused(cid)) then
			local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
			if(callback == nil or callback(cid)) then
				if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
					if(self.queue == nil or not self.queue:greetNext()) then
						local msg = self:getMessage(MESSAGE_WALKAWAY)
						self:resetNpc(cid)
						self:say(self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 }))
						self:releaseFocus(cid)
					end
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		if not isPlayer(cid) then
			return false
		end

		local distance = getNpcDistanceTo(cid) or -1
		return distance ~= -1 and distance <= self.talkRadius
	end

	-- Resets the npc into it's initial state (in regard of the keyrodhandler).
	--	All modules are also receiving a reset call through their callbackOnModuleReset function.
	function NpcHandler:resetNpc(cid)
		if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
			self.keywordHandler:reset(cid)
		end
	end

	-- Makes the npc represented by this instance of NpcHandler say something.
	--	This implements the currently set type of talkdelay.
	function NpcHandler:say(message, focus, delay, force)
		local delay = delay or 0
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or delay <= 0) then
			selfSay(message)
			return
		end
			
		-- TODO: Add an event handling method for delayed messages
		table.insert(self.talkDelay, {
			id = getNpcId(),
			cid = focus,
			message = message,
			time = os.mtime() + (delay and delay or self.talkDelayTime),
			start = os.time(),
			force = force or false
		})
	end
end

 

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125162631_678600132794653_5418850776378867661_n.png?_nc_cat=101&ccb=2&_nc_sid=ae9488&_nc_ohc=FOcLlKBQV1gAX8ErFhS&_nc_ad=z-m&_nc_cid=0&_nc_ht=scontent.xx&oh=d4a8549854a22e33210a1a6309bff1b3&oe=5FD46D64

 

 

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Cziks

Same problem here, fixed?

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