Ir para conteúdo
  • Cadastre-se

Posts Recomendados

Versão do OT?

logo4.png

Acesse agora mesmo nosso site e conheca todos os produtos

Site: www.otservhost.com e MSN: suporte@otservhost.com

Link para o post
Compartilhar em outros sites
  • Respostas 15
  • Created
  • Última resposta

Top Posters In This Topic

entra em data/npc/libs/npcsystem em npchandler e bota

  Citar
-- Advanced NPC System (Created by Jiddo),

-- Modified by TheForgottenServer Team.

if(NpcHandler == nil) then

local eventSay, eventSayInDefault = {}, 0

-- 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_PRIVATE

-- 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_NEEDMONEY = 10 -- Same as above, used for shop window.

MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have.

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 = 3,

talkDelayTime = 1, -- 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| gold.',

[MESSAGE_SOLD] = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',

[MESSAGE_MISSINGMONEY] = 'Sorry, you don\'t have enough money.',

[MESSAGE_NEEDMONEY] = 'You do not have enough money.',

[MESSAGE_MISSINGITEM] = 'You don\'t even have that item, |PLAYERNAME|!',

[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.callbackFunctions = {}

obj.modules = {}

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

obj.focuses = {}

obj.talkStart = {}

else

obj.queue = Queue:new(obj)

obj.focuses = 0

obj.talkStart = 0

end

obj.talkDelay = {}

obj.keywordHandler = keywordHandler

obj.messages = {}

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(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

if(self:isFocused(newFocus)) then

return

end

table.insert(self.focuses, newFocus)

else

self.focuses = newFocus

end

self:updateFocus()

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)

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for k,v in pairs(self.focuses) do

if v == focus then

return true

end

end

return false

end

return (self.focuses == focus)

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()

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for pos, focus in pairs(self.focuses) do

if(focus ~= nil) then

doNpcSetCreatureFocus(focus)

return

end

end

doNpcSetCreatureFocus(0)

else

doNpcSetCreatureFocus(self.focuses)

end

end

-- Used when the npc should un-focus the player.

function NpcHandler:releaseFocus(focus)

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

if(not self:isFocused(focus)) then

return

end

local pos = nil

for k,v in pairs(self.focuses) do

if v == focus then

pos = k

end

end

table.remove(self.focuses, pos)

self.talkStart[focus] = nil

closeShopWindow(focus) --Even if it can not exist, we need to prevent it.

self:updateFocus()

else

closeShopWindow(focus)

self:changeFocus(0)

end

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 i, module in pairs(self.modules) do

local tmpRet = true

if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then

tmpRet = module:callbackOnCreatureAppear(unpack(arg))

elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then

tmpRet = module:callbackOnCreatureDisappear(unpack(arg))

elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then

tmpRet = module:callbackOnCreatureSay(unpack(arg))

elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then

tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))

elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then

tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))

elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then

tmpRet = module:callbackOnBuy(unpack(arg))

elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then

tmpRet = module:callbackOnSell(unpack(arg))

elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then

tmpRet = module:callbackOnThink(unpack(arg))

elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then

tmpRet = module:callbackOnGreet(unpack(arg))

elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then

tmpRet = module:callbackOnFarewell(unpack(arg))

elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then

tmpRet = module:callbackOnMessageDefault(unpack(arg))

elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then

tmpRet = module:callbackOnModuleReset(unpack(arg))

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)

local ret = msg

for search, replace in pairs(parseInfo) do

ret = string.gsub(ret, search, replace)

end

return ret

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:parseMessage(self:getMessage(MESSAGE_FAREWELL), { [TAG_PLAYERNAME] = getCreatureName(cid) })

self:say(msg, cid, true)

self:releaseFocus(cid)

self:say(msg, cid)

end

end

end

end

-- Greets a new player.

function NpcHandler:greet(cid)

if(cid ~= 0) then

local callback = self:getCallback(CALLBACK_GREET)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_GREET, cid)) then

local msg = self:parseMessage(self:getMessage(MESSAGE_GREET), { [TAG_PLAYERNAME] = getCreatureName(cid) })

self:say(msg, cid, true)

self:addFocus(cid)

self:say(msg, cid)

end

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

if((self:isFocused(cid) and (class == TALKTYPE_PRIVATE_PN or NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT)) or not self:isFocused(cid)) 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

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self.talkStart[cid] = os.time()

else

self.talkStart = os.time()

end

end

else

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self.talkStart[cid] = os.time()

else

self.talkStart = os.time()

end

end

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, class, msg)) 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, class, msg)) 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

if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for cid, talkDelay in pairs(self.talkDelay) do

if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then

selfSay(talkDelay.message, cid)

self.talkDelay[cid] = nil

end

end

elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then

selfSay(self.talkDelay.message)

self.talkDelay.time = nil

self.talkDelay.message = nil

end

end

if(self:processModuleCallback(CALLBACK_ONTHINK)) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for pos, focus in pairs(self.focuses) do

if(focus ~= nil) then

if(not self:isInRange(focus)) then

self:onWalkAway(focus)

elseif((os.time() - self.talkStart[focus]) > self.idleTime) then

self:unGreet(focus)

else

self:updateFocus()

end

end

end

elseif(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(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then

if(not self:isFocused(cid)) then

self:greet(cid)

return

end

elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) 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

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

self:releaseFocus(cid)

self:say(self:parseMessage(self:getMessage(MESSAGE_WALKAWAY), { [TAG_PLAYERNAME] = getPlayerName(cid) }))

end

end

end

end

end

-- Returns true if cid is within the talkRadius of this npc.

function NpcHandler:isInRange(cid)

local distance = getDistanceTo(cid) or -1

if(distance == -1) then

return false

end

return (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()

if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then

self.keywordHandler:reset()

end

end

-- Makes the npc represented by this instance of NpcHandler say something.

-- This implements the currently set type of talkdelay.

-- shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.

_say = function(message, focus, publicize, shallDelay, delay)

if not focus then

stopEvent(eventSayInDefault)

eventSayInDefault = addEvent(function(z) doCreatureSay(z[1], z[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})

return

elseif type(message) == "table" then

return doNPCTalkALot(message, delay or 10000, focus)

elseif eventDelayedSay[focus] then

cancelNPCTalk(eventDelayedSay[focus])

end

local shallDelay = not shallDelay and true or shallDelay

if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

selfSay(message, focus, publicize and TRUE or FALSE)

return

else

selfSay(message)

return

end

end

if NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT then

stopEvent(eventSay[focus])

eventSay[focus] = addEvent(function(x) if isPlayer(x[3]) == TRUE then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})

if(publicize) then

addEvent(function(y) local spectators = getSpectators(getCreaturePosition(y[1]), 7, 5, false) for i = 1, #spectators do if spectators == y[3] then table.remove(spectators, i) break end end if #spectators > 0 then for i, tid in ipairs(spectators) do if(isPlayer(tid) == TRUE) then doCreatureSay(y[1], y[2], TALKTYPE_SAY, false, tid, getCreaturePosition(getNpcCid())) end end end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})

end

else

addEvent(function(x) doCreatureSay(x[1], x[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})

end

end

function NpcHandler:say(message, focus, publicize, shallDelay, delay)

_say(message, focus, publicize, shallDelay, delay)

end

_selfSay = selfSay

selfSay = _say

end

Expand   Mostrar mais  

logo4.png

Acesse agora mesmo nosso site e conheca todos os produtos

Site: www.otservhost.com e MSN: suporte@otservhost.com

Link para o post
Compartilhar em outros sites
  • 1 month later...

NAO CONSEGUIU ARRUMA O BUG NAO AMIGAO?

Link para o post
Compartilhar em outros sites

Participe da conversa

Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.

Visitante
Responder

×   Você colou conteúdo com formatação.   Remover formatação

  Apenas 75 emojis são permitidos.

×   Seu link foi automaticamente incorporado.   Mostrar como link

×   Seu conteúdo anterior foi restaurado.   Limpar o editor

×   Não é possível colar imagens diretamente. Carregar ou inserir imagens do URL.

  • Quem Está Navegando   0 membros estão online

    Nenhum usuário registrado visualizando esta página.

  • Conteúdo Similar

    • Por ambrozii0
      Gostaria de fazer um pedido de um NPC de Task progressiva,

      Ele iniciaria dando missões para level 8 para caçar Troll, Rotworm e Ghoul.
       
      No level 30 liberaria: Cyclops, Dragon e Wyrm... e assim em diante se puder deixar comentado eu faço as criaturas na sequencia dos leveis seguintes.
       
      O jogador pode fazer as tasks dos leveis anteriores mesmo que já tenha ultrapassado o level do próximo nível de task.
       
      E o jogador ao terminar a missão poderia escolher a recompensa em gold ou experiência. As tasks podem se repetir sem problema, mas apenas pode pegar uma de cada vez.
       
      Ao finalizar todas as tasks o jogador ganha uma montaria.
       
      Minha versão de cliente é 12.91
      Versão da Canary 2.6.1
      Não sei qual o TFS do meu servidor.
    • Por ILex WilL
      Olá, Alguém poderia me ajudar com uns Scripts? nem que seja cobrando, dependendo eu pago para me ajudar...
    • Por Kill of sumoners
      Boa noite, estou com um erro ao atacar um player em meu sv eu nao pego pk, nem sai magia, aparece a mensagem "voce so pode usar isso em criaturas"
      obs: magia em area acerta e pega pk, apenas as targets ou hits de arma nao vao 
    • Por daviscript
      Após verificar que vários servidores estão sofrendo com problemas na página Guilds, onde era possível fazer diversas modificações com os players de qualquer guild, até a Cipsoft passou por esse problema recentemente...
      Resolvi compartilhar com vocês a correção de todos os Bugs conhecidos na Página de Guilds.
       
      Foram fixados os seguintes Bugs:
      ● Remover Players que não forem de sua guild.
      ● Aceitar guild com 1 personagem que não seja da sua conta.
      ● Editar o Text/Title de 1 player que não esteja na sua guild.
      ● Editar Ranks que não sejam da sua guild.
      ● Editar Rank de Players que não são da sua guild.
       
      Qualquer outro BUG que você encontrar... Pode listar aqui nesse tópico.
       
      OBS: É meu primeiro post... Então se estiver no local errado ou se algum moderador quiser reformular / formatar o tópico, fique a vontade.
       
       Vou deixar o Spoiler do php abaixo, mas também estou anexando o arquivo.
       
       
      Download: Mediafire
      Scan: Virus Total
       
       
    • Por Jpminatel
      Estou com os seguintes erros ; e procuro quem poça ajudar ai a eliminar esses 3 erros , erro 1 e 2 acontece qnd um pokemon usa ps   e o erro 3 é nas potions 
      [Error - TalkAction Interface] 
      [30/01/2022 17:04:25] data/talkactions/scripts/move1.lua:onSay
      [30/01/2022 17:04:25] Description: 
      [30/01/2022 17:04:25] data/lib/some functions.lua:338: attempt to call global 'hasTile' (a nil value)
      [30/01/2022 17:04:25] stack traceback:
      [30/01/2022 17:04:25]     data/lib/some functions.lua:338: in function 'getThingFromPosWithProtect'
      Erro 2 ;
      [30/01/2022 18:08:53] [Error - Spell Interface] 
      [30/01/2022 18:08:53] In a timer event called from: 
      [30/01/2022 18:08:53] data/spells/scripts/ps/Earthquake.lua:onCastSpell
      [30/01/2022 18:08:53] Description: 
      [30/01/2022 18:08:53] data/lib/some functions.lua:338: attempt to call global 'hasTile' (a nil value)
      [30/01/2022 18:08:53] stack traceback:
      [30/01/2022 18:08:53]     data/lib/some functions.lua:338: in function 'getThingFromPosWithProtect'
      [30/01/2022 18:08:53]     data/lib/newStatusSyst.lua:844: in function 'doMoveInArea2'
      [30/01/2022 18:08:53]     data/lib/pokemon moves.lua:1355: in function <data/lib/pokemon moves.lua:1351>
      [30/01/2022 18:08:54] [Error - Spell Interface] 
      [30/01/2022 18:08:54] In a timer event called from: 
      [30/01/2022 18:08:54] data/spells/scripts/ps/Earthquake.lua:onCastSpell
      [30/01/2022 18:08:54] Description: 
      [30/01/2022 18:08:54] data/lib/some functions.lua:338: attempt to call global 'hasTile' (a nil value)
      [30/01/2022 18:08:54] stack traceback:
      [30/01/2022 18:08:54]     data/lib/some functions.lua:338: in function 'getThingFromPosWithProtect'
      [30/01/2022 18:08:54]     data/lib/newStatusSyst.lua:844: in function 'doMoveInArea2'
      [30/01/2022 18:08:54]     data/lib/pokemon moves.lua:1355: in function <data/lib/pokemon moves.lua:1351>
      [30/01/2022 18:18:20] [Error - TalkAction Interface] 
      [30/01/2022 18:18:20] data/talkactions/scripts/move1.lua:onSay
      [30/01/2022 18:18:20] Description: 
      [30/01/2022 18:18:20] data/lib/some functions.lua:338: attempt to call global 'hasTile' (a nil value)
      [30/01/2022 18:18:20] stack traceback:
      [30/01/2022 18:18:20]     data/lib/some functions.lua:338: in function 'getThingFromPosWithProtect'
      [30/01/2022 18:18:20]     data/lib/newStatusSyst.lua:1119: in function 'doMoveInAreaMulti'
      [30/01/2022 18:18:20]     data/lib/pokemon moves.lua:458: in function 'docastspell'
      [30/01/2022 18:18:20]     data/talkactions/scripts/move1.lua:173: in function <data/talkactions/scripts/move1.lua:20>
      Erro 3 ; 
      erro potion 
      [30/01/2022 18:48:35] [Error - Action Interface] 
      [30/01/2022 18:48:35] data/actions/scripts/potion.lua:onUse
      [30/01/2022 18:48:35] Description: 
      [30/01/2022 18:48:35] data/lib/some functions.lua:338: attempt to call global 'hasTile' (a nil value)
      [30/01/2022 18:48:35] stack traceback:
      [30/01/2022 18:48:35]     data/lib/some functions.lua:338: in function 'getThingFromPosWithProtect'
      [30/01/2022 18:48:35]     data/actions/scripts/potion.lua:45: in function <data/actions/scripts/potion.lua:43>
      [30/01/2022 18:48:39] [Error - Action Interface] 
      [30/01/2022 18:48:39] data/actions/scripts/potion.lua:onUse
      [30/01/2022 18:48:39] Description: 
      [30/01/2022 18:48:39] data/lib/some functions.lua:338: attempt to call global 'hasTile' (a nil value)
      [30/01/2022 18:48:39] stack traceback:
      [30/01/2022 18:48:39]     data/lib/some functions.lua:338: in function 'getThingFromPosWithProtect'
      [30/01/2022 18:48:39]     data/actions/scripts/potion.lua:45: in function <data/actions/scripts/potion.lua:43>
       
  • Estatísticas dos Fóruns

    96844
    Tópicos
    519603
    Posts



×
×
  • Criar Novo...

Informação Importante

Confirmação de Termo