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(Resolvido)[AJUDA] PROBLEMA COM NPCS [tfs 1.0]


Ir para solução Resolvido por Elwyn,

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Bom tenho ot versão 10.41, e estou com um problema, os player compram muito itens ao mesmo tempo, sem exausted, gostaria de por exausted nos nps de compra! AJUDE!

 

npchandler.lua

 

-- Advanced NPC System by Jiddo

 
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 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_WALKAWAY_MALE = 22 -- When a male player walks out of the talkRadius of the npc.
MESSAGE_WALKAWAY_FEMALE = 23 -- When a female player walks out of the talkRadius of the npc.
 
-- 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
CALLBACK_ONADDFOCUS = 18
CALLBACK_ONRELEASEFOCUS = 19
CALLBACK_ONTRADEREQUEST = 20
 
-- 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|"
 
NpcHandler = {
keywordHandler = nil,
focuses = nil,
talkStart = nil,
idleTime = 86400,
talkRadius = 3,
talkDelayTime = 1, -- Seconds to delay outgoing messages.
talkDelay = nil,
callbackFunctions = nil,
modules = nil,
shopItems = nil, -- They must be here since ShopModule uses 'static' functions
eventSay = nil,
eventDelayedSay = nil,
topic = nil,
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = "Greetings, |PLAYERNAME|.",
[MESSAGE_FAREWELL] = "Good bye, |PLAYERNAME|.",
[MESSAGE_BUY] = "Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
[MESSAGE_ONBUY] = "Here you are.",
[MESSAGE_BOUGHT] = "Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
[MESSAGE_SELL] = "Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
[MESSAGE_ONSELL] = "Here you are, |TOTALCOST| gold.",
[MESSAGE_SOLD] = "Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
[MESSAGE_MISSINGMONEY] = "You don't have enough money.",
[MESSAGE_NEEDMONEY] = "You don't have enough money.",
[MESSAGE_MISSINGITEM] = "You don't have so many.",
[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] = "Good bye.",
[MESSAGE_WALKAWAY] = "Good bye.",
[MESSAGE_DECLINE] = "Then not.",
[MESSAGE_SENDTRADE] = "Of course, just browse through my wares.",
[MESSAGE_NOSHOP] = "Sorry, I'm not offering anything.",
[MESSAGE_ONCLOSESHOP] = "Thank you, come back whenever you're in need of something else.",
[MESSAGE_ALREADYFOCUSED]= "|PLAYERNAME|, I am already talking to you.",
[MESSAGE_WALKAWAY_MALE] = "Good bye.",
[MESSAGE_WALKAWAY_FEMALE] = "Good bye."
}
}
 
-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.callbackFunctions = {}
obj.modules = {}
obj.eventSay = {}
obj.eventDelayedSay = {}
obj.topic = {}
obj.focuses = {}
obj.talkStart = {}
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(self:isFocused(newFocus)) then
return
end
 
table.insert(self.focuses, newFocus)
self.topic[newFocus] = 0
local callback = self:getCallback(CALLBACK_ONADDFOCUS)
if(callback == nil or callback(newFocus)) then
self:processModuleCallback(CALLBACK_ONADDFOCUS, newFocus)
end
self:updateFocus()
end
 
-- Function used to verify if npc is focused to certain player
function NpcHandler:isFocused(focus)
for k,v in pairs(self.focuses) do
if v == focus then
return true
end
end
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()
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
doNpcSetCreatureFocus(focus)
return
end
end
doNpcSetCreatureFocus(0)
end
 
-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus(focus)
if(shop_cost[focus] ~= nil) then
table.remove(shop_amount, focus)
table.remove(shop_cost, focus)
table.remove(shop_rlname, focus)
table.remove(shop_itemid, focus)
table.remove(shop_container, focus)
table.remove(shop_npcuid, focus)
table.remove(shop_eventtype, focus)
table.remove(shop_subtype, focus)
table.remove(shop_destination, focus)
table.remove(shop_premium, focus)
end
 
if self.eventDelayedSay[focus] then
self:cancelNPCTalk(self.eventDelayedSay[focus])
end
 
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.eventSay[focus] = nil
self.eventDelayedSay[focus] = nil
self.talkStart[focus] = nil
self.topic[focus] = nil
 
local callback = self:getCallback(CALLBACK_ONRELEASEFOCUS)
if(callback == nil or callback(focus)) then
self:processModuleCallback(CALLBACK_ONRELEASEFOCUS, focus)
end
 
if isPlayer(focus) == TRUE then
closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
self:updateFocus()
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) then
table.insert(self.modules, module)
module:init(self)
end
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(...)
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_ONTRADEREQUEST and module.callbackOnTradeRequest ~= nil) then
tmpRet = module:callbackOnTradeRequest(...)
elseif(id == CALLBACK_ONADDFOCUS and module.callbackOnAddFocus ~= nil) then
tmpRet = module:callbackOnAddFocus(...)
elseif(id == CALLBACK_ONRELEASEFOCUS and module.callbackOnReleaseFocus ~= nil) then
tmpRet = module:callbackOnReleaseFocus(...)
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)
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()) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid, true)
self:releaseFocus(cid)
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:getMessage(MESSAGE_GREET)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid, true)
else
return
end
else
return
end
end
self:addFocus(cid)
end
 
-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
function NpcHandler:onCreatureAppear(cid)
if cid == getNpcCid() and next(self.shopItems) ~= nil then
local npc = Npc()
local speechBubble = npc:getSpeechBubble()
if speechBubble == 3 then
npc:setSpeechBubble(4)
else
npc:setSpeechBubble(2)
end
end
 
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)
if getNpcCid() == cid then
return
end
 
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, msgtype, msg)
local callback = self:getCallback(CALLBACK_CREATURE_SAY)
if(callback == nil or callback(cid, msgtype, msg)) then
if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, msgtype, msg)) then
if(not self:isInRange(cid)) then
return
end
 
if(self.keywordHandler ~= nil) then
if(self:isFocused(cid) and (msgtype == TALKTYPE_PRIVATE_PN) 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, msgtype, msg)) then
self.talkStart[cid] = os.time()
end
else
self.talkStart[cid] = os.time()
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, msgtype, 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, msgtype, 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 onTradeRequest events. If you wish to handle this yourself, use the CALLBACK_ONTRADEREQUEST callback.
function NpcHandler:onTradeRequest(cid)
local callback = self:getCallback(CALLBACK_ONTRADEREQUEST)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_ONTRADEREQUEST, cid)) then
return true
end
end
return false
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
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, talkDelay.publicize and TRUE or FALSE)
self.talkDelay[cid] = nil
end
end
end
 
if(self:processModuleCallback(CALLBACK_ONTHINK)) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
if(not self:isInRange(focus)) then
self:onWalkAway(focus)
elseif(self.talkStart[focus] ~= nil and (os.time() - self.talkStart[focus]) > self.idleTime) then
self:unGreet(focus)
else
self:updateFocus()
end
end
end
end
end
end
 
-- Tries to greet the player with the given cid.
function NpcHandler:onGreet(cid)
if(self:isInRange(cid)) then
if(not self:isFocused(cid)) then
self:greet(cid)
return
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()) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
local msg = self:getMessage(MESSAGE_WALKAWAY)
local playerName = getPlayerName(cid)
if not playerName then
playerName = -1
end
 
local parseInfo = { [TAG_PLAYERNAME] = playerName }
local message = self:parseMessage(msg, parseInfo)
 
local msg_male = self:getMessage(MESSAGE_WALKAWAY_MALE)
local message_male = self:parseMessage(msg_male, parseInfo)
local msg_female = self:getMessage(MESSAGE_WALKAWAY_FEMALE)
local message_female = self:parseMessage(msg_female, parseInfo)
if message_female ~= message_male then
if getPlayerSex(cid) == 0 then
selfSay(message_female)
else
selfSay(message_male)
end
elseif message ~= "" then
selfSay(message)
end
self:releaseFocus(cid)
end
end
end
end
 
-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
local distance = isPlayer(cid) == TRUE and getDistanceTo(cid) or -1
if distance == -1 then
return false
end
 
return (distance <= self.talkRadius)
end
 
-- Resets the npc into its initial state (in regard of the keywordhandler).
-- 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
 
function NpcHandler:cancelNPCTalk(events)
for aux = 1, #events do
stopEvent(events[aux].event)
end
events = nil
end
 
function NpcHandler:doNPCTalkALot(msgs, interval, pcid)
if self.eventDelayedSay[pcid] then
self:cancelNPCTalk(self.eventDelayedSay[pcid])
end
 
self.eventDelayedSay[pcid] = {}
local ret = {}
for aux = 1, #msgs do
self.eventDelayedSay[pcid][aux] = {}
doCreatureSayWithDelay(getNpcCid(), msgs[aux], TALKTYPE_PRIVATE_NP, ((aux-1) * (interval or 10000)) + 1000, self.eventDelayedSay[pcid][aux], pcid)
table.insert(ret, self.eventDelayedSay[pcid][aux])
end
return(ret)
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 true.
function NpcHandler:say(message, focus, publicize, shallDelay, delay)
if(type(message) == "table") then
return self:doNPCTalkALot(message, delay or 10000, focus)
end
 
if self.eventDelayedSay[focus] then
self:cancelNPCTalk(self.eventDelayedSay[focus])
end
 
local shallDelay = not shallDelay and true or shallDelay
if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or shallDelay == false) then
selfSay(message, focus, publicize and TRUE or FALSE)
return
end
 
stopEvent(self.eventSay[focus])
self.eventSay[focus] = addEvent(function(x) if isPlayer(x[3]) then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, self.talkDelayTime * 1000, {getNpcCid(), message, focus})
end
end
 

 


UP!


up!

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  • Solução

https://gist.github.com/gugahoa/be77c5d37cd6e8f96a3c

 

Se quiser eu coloco o código aqui.

O player vai receber o aviso de "You don't have enought capacity." enquanto estiver com exhaust. Eu botei o exhaust para durar 1s, se quiser por mais é só alterar em:

    Player(cid):setStorageValue(11002, os.time() + 1)

 

Você está usando isso porque comprar muito item com container em pouco tempo trava o servidor? Se sim, talvez eu tenha uma solução melhor.

Link para o post
Compartilhar em outros sites

https://gist.github.com/gugahoa/be77c5d37cd6e8f96a3c

 

Se quiser eu coloco o código aqui.

O player vai receber o aviso de "You don't have enought capacity." enquanto estiver com exhaust. Eu botei o exhaust para durar 1s, se quiser por mais é só alterar em:

    Player(cid):setStorageValue(11002, os.time() + 1)

Você está usando isso porque comprar muito item com container em pouco tempo trava o servidor? Se sim, talvez eu tenha uma solução melhor.

Vou testar, muito obrigado, Sim o player compra muito label, coloca na house, depois da !leavehouse e trava o servidor... Se puder ajudar, obrigado!

 

Assim que eu chegar em casa, eu testo! vlw!

https://gist.github.com/gugahoa/be77c5d37cd6e8f96a3c

 

Se quiser eu coloco o código aqui.

O player vai receber o aviso de "You don't have enought capacity." enquanto estiver com exhaust. Eu botei o exhaust para durar 1s, se quiser por mais é só alterar em:

    Player(cid):setStorageValue(11002, os.time() + 1)

Você está usando isso porque comprar muito item com container em pouco tempo trava o servidor? Se sim, talvez eu tenha uma solução melhor.

 

 

Bom, não funcionou, está dando erro, qual coloco no meu .lua!

up

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Em que lua você colocou? Eu não especifiquei, desculpa, mas não é para por no que você mostrou aqui, é para por no npc.lua em lib

-- Including the Advanced NPC System
dofile('data/npc/lib/npcsystem/npcsystem.lua')

 

Coloquei neste /.lua

EU TINHA COLOCADO ERRADO, OBRIGADO REP+

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  • 2 months later...
  • 5 months later...
  • 1 month later...
  • 8 months later...
Em 21/9/2014 3:30:59, Elwyn disse:

https://gist.github.com/gugahoa/be77c5d37cd6e8f96a3c

 

Se quiser eu coloco o código aqui.

O player vai receber o aviso de "You don't have enought capacity." enquanto estiver com exhaust. Eu botei o exhaust para durar 1s, se quiser por mais é só alterar em:

 


    Player(cid):setStorageValue(11002, os.time() + 1)

 

Você está usando isso porque comprar muito item com container em pouco tempo trava o servidor? Se sim, talvez eu tenha uma solução melhor.

 

 

Coloca do novo link, porfavor.

Obrigado! :*

Editado por darkjav (veja o histórico de edições)
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