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Estou com um Problema, o Grizzly Adams da a task normalmente quando você conversa com ele, porém sempre que ele responde da o seguinte erro.

 

 



 

Lua Script Error: [Npc interface]
data/npc/scripts/Grizzly Adams.lua:onCreatureSay
luaAddEvent(). Argument #5 is unsafe
stack traceback:
        [C]: in function 'addEvent'
        data/npc/lib/npcsystem/npchandler.lua:642: in function 'say'
        data/npc/scripts/Grizzly Adams.lua:183: in function 'callback'
        data/npc/lib/npcsystem/npchandler.lua:430: in function 'onCreatureSay'
        data/npc/scripts/Grizzly Adams.lua:10: in function <data/npc/scripts/Grizzly Adams.lua:10> 

 

 

Além desse erro, eu fui pedir a task e goblin, e também me foi adicionada "Edron City - Elite Hunting: Goblins" Além da "Paw and Fur: Goblin".

Não sei o que fazer. Vou postar os scripts do Grizzly Adams e do npchandler.

 

Grizzly Adams.lua



 

dofile('data/lib/miscellaneous/052-killingInTheNameOfQuest.lua')
--dofile('data/lib/StorageList.lua')
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
 
function onCreatureAppear(cid)                          npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid)                       npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg)                  npcHandler:onCreatureSay(cid, type, msg) end
function onThink()                                      npcHandler:onThink() end
 
local choose = {}
local cancel = {}
local available = {}

local grizzlyAdamsConfig = {
                            ranks = {
                                    huntsMan_rank = {
                                                    {id=11208, buy=0, sell=50, name='antlers'},
                                                    {id=10549, buy=0, sell=100, name='bloody pincers'},
                                                    {id=11183, buy=0, sell=35, name='crab pincers'},
                                                    {id=10573, buy=0, sell=55, name='cyclops toe'},
                                                    {id=10564, buy=0, sell=30, name='frosty ear of a troll'},
                                                    {id=11193, buy=0, sell=600, name='hydra head'},
                                                    {id=11366, buy=0, sell=80, name='lancer beetle shell'},
                                                    {id=10578, buy=0, sell=420, name='mutated bat ear'},
                                                    {id=11222, buy=0, sell=400, name='sabretooth'},
                                                    {id=11367, buy=0, sell=20, name='sandcrawler shell'},
                                                    {id=10547, buy=0, sell=280, name='scarab pincers'},
                                                    {id=11365, buy=0, sell=60, name='terramite legs'},
                                                    {id=11363, buy=0, sell=170, name='terramite shell'},
                                                    {id=11184, buy=0, sell=30000, name='terrorbird beak'},
                                                    
                                                    {id=7398, buy=0, sell=500, name='cyclops trophy'},
                                                    {id=11315, buy=0, sell=15000, name='draken trophy'},
                                                    {id=11330, buy=0, sell=8000, name='lizard trophy'},
                                                    {id=7401, buy=0, sell=500, name='minotaur trophy'}
                                                    },

                                    bigGameHunter_rank = {
                                                    {id=7397, buy=0, sell=3000, name='deer trophy'},
                                                    {id=7400, buy=0, sell=3000, name='lion trophy'},
                                                    {id=7394, buy=0, sell=3000, name='wolf trophy'}
                                                    },

                                    trophyHunter_rank = {
                                                    {id=7393, buy=0, sell=40000, name='demon trophy'},
                                                    {id=7396, buy=0, sell=20000, name='behemoth trophy'},
                                                    {id=7399, buy=0, sell=10000, name='dragon lord trophy'},
                                                    
                                                    {id=10518, buy=1000, sell=0, name='demon backpack'},
                                                    },
                                    }
                            }

local Topic = {}
function greetCallback(cid)
    Topic[cid] = 0
    return true
end

local function setNewTradeTable(table)
    local items = {}
    for _, v in ipairs(table) do
        items[v.id] = {itemId = v.id, buyPrice = v.buy, sellPrice = v.sell, subType = 0, realName = v.name}
    end
    return items
end

local function setNewLineTable(oldTable, newTable)
    for k, v in pairs(oldTable) do
        table.insert(newTable, k, v)
    end
    return true
end

function creatureSayCallback(cid, type, msg)
    local player = Player(cid)
    local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE and 0 or cid
    if (msgcontains(msg, "hi") or msgcontains(msg, "hello")) and (not npcHandler:isFocused(cid)) then
        if (player:getStorageValue(JOIN_STOR) == -1) then
            npcHandler:say("Welcome "..getCreatureName(cid)..". Would you like to join the 'Paw and Fur - Hunting Elite'?", cid)
            npcHandler:addFocus(cid)
            talkState[talkUser] = 5
        else
            npcHandler:say("Welcome back old chap. What brings you here this time?", cid)
            npcHandler:addFocus(cid)
            talkState[talkUser] = 0
            end
            return true
        end
     
        if(not npcHandler:isFocused(cid)) then
            return false
        end
        
        if msgcontains(msg, "bye") or msgcontains(msg, "farewell") then
            npcHandler:say("Happy hunting, old chap!", cid, TRUE)
            Topic[talkUser] = 0
            npcHandler:releaseFocus(cid)
            npcHandler:resetNpc(cid)
        end
        
        if (isInArray({"yes", "join"}, msg:lower()) and talkState[talkUser] == 5) then 
            player:setStorageValue(JOIN_STOR, 1)
            npcHandler:say("Great! A warm welcome to our newest member: "..getCreatureName(cid).."! Ask me for a {task} if you want to go on a hunt.", cid)
            talkState[talkUser] = 0
        elseif (msg:lower() == "no" and talkState[talkUser] == 5) then
            npcHandler:say("No problem old chap. Come back if you change your mind.", cid)  
        end

        if (player:getStorageValue(JOIN_STOR) == -1) then
                npcHandler:say("You'll have to {join} us to get more information.",cid)
    return false
end
if isInArray({"offer", "trade"}, msg:lower()) then
    if getPlayerRank(cid) >= 2 then 
        if getPlayerRank(cid) == 2 or getPlayerRank(cid) == 3 then
            tradeRank = grizzlyAdamsConfig.ranks.huntsMan_rank
        elseif getPlayerRank(cid) == 4 then
            tradeRank = grizzlyAdamsConfig.ranks.bigGameHunter_rank
            setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank)
        elseif getPlayerRank(cid) == 5 or getPlayerRank(cid) == 6 then
            tradeRank = grizzlyAdamsConfig.ranks.trophyHunter_rank
            setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank)
            setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.trophyHunter_rank)
        end
        local items = setNewTradeTable(tradeRank)
        local function onBuy(cid, item, subType, amount, ignoreCap, inBackpacks)
            if ignoreCap == false and (player:getFreeCapacity() < getItemWeight(items[item].itemId, amount) or inBackpacks and player:getFreeCap() < (getItemWeight(items[item].itemId, amount) + getItemWeight(1988, 1))) then
                return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You don\'t have enough cap.')
            end
            if items[item].buyPrice then
                player:removeMoney(amount * items[item].buyPrice)
                for i = 1, amount do
                    if inBackpacks then
                        local backpack = doCreateItemEx(1988, 1)
                        doAddContainerItem(backpack, items[item].itemId, amount)
                    else
                        player:addItem(items[item].itemId, amount, true)
                    end
                end
                return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You bought '..amount..'x '..items[item].realName..' for '..items[item].buyPrice * amount..' gold coins.')
            end
            return true
            end
             
        local function onSell(cid, item, subType, amount, ignoreCap, inBackpacks)
            if items[item].sellPrice then
                player:addMoney(items[item].sellPrice * amount)
                player:removeItem(items[item].itemId, amount)
                return player:sendTextMessage(cid, MESSAGE_INFO_DESCR, 'You sold '..amount..'x '..items[item].realName..' for '..items[item].sellPrice * amount..' gold coins.')
            end
            return true
        end
        openShopWindow(cid, tradeRank, onBuy, onSell)
        return npcHandler:say('It\'s my offer.', player)
    else
        return npcHandler:say('You don\'t have any rank.', player)
        end
end
 
    if isInArray({"tasks", "task", "mission"}, msg:lower()) then
        local can = getTasksByPlayer(cid)
        if (player:getStorageValue(JOIN_STOR) == -1) then
             return (npcHandler:say("You'll have to {join}, to get any {tasks}.",cid))
        end
        if #can > 0 then
            local text = ""
            local sep = ", "
            table.sort(can, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(can) do
                t = t + 1
                if t == #can - 1 then
                    sep = " and "
                elseif t == #can then
                    sep = "."
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
            npcHandler:say("The current task" .. (#can > 1 and "s" or "") .. " that you can choose " .. (#can > 1 and "are" or "is") .. " " .. text, player)
            talkState[talkUser] = 0
        else
            npcHandler:say("I don't have any task for you right now.", player)
        end
    elseif msg ~= "" and canStartTask(cid, msg) then
        if #getPlayerStartedTasks(cid) >= tasksByPlayer then
            npcHandler:say("Sorry, but you already started " .. tasksByPlayer .. " tasks. You can check their {status} or {cancel} a task.", player)
            return true
        end
        local task = getTaskByName(msg)
        if task and player:getStorageValue(QUESTSTORAGE_BASE + task) > 0 then  
            return false
        end
        npcHandler:say("In this task you must defeat " .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Are you sure that you want to start this task?", player)
        choose[cid] = task
        talkState[talkUser] = 1
    elseif msg:lower() == "yes" and talkState[talkUser] == 1 then
        player:setStorageValue(QUESTSTORAGE_BASE + choose[cid], 1)
        player:setStorageValue(KILLSSTORAGE_BASE + choose[cid], 0)
        npcHandler:say("Excellent! You can check the {status} of your task saying {report} to me. Also you can {cancel} tasks to.", player)
        choose[cid] = nil
        talkState[talkUser] = 0    
    elseif (msg:lower() == "report" or msg:lower() == "status") then
        local started = getPlayerStartedTasks(cid)
        local finishedAtLeastOne = false
        local finished = 0
        if started and #started > 0 then
            for _, id in ipairs(started) do
                if player:getStorageValue(KILLSSTORAGE_BASE + id) >= tasks[id].killsRequired then
                    for _, reward in ipairs(tasks[id].rewards) do
                        local deny = false
                        if reward.storage then
                            if player:getStorageValue(reward.storage[1]) >= reward.storage[2] then
                                deny = true
                            end
                        end
                        if isInArray({REWARD_MONEY, "money"}, reward.type:lower()) and not deny then
                            doPlayerAddMoney(cid, reward.value[1])
                        elseif isInArray({REWARD_EXP, "exp", "experience"}, reward.type:lower()) and not deny then
                            doPlayerAddExp(cid, reward.value[1], false, reward.value[1], false, true)
                            doPlayerSendDefaultCancel(cid, "You gained " .. reward.value[1] .. " experience points.")
                        elseif isInArray({REWARD_ACHIEVEMENT, "achievement", "ach"}, reward.type:lower()) and not deny then
                        elseif isInArray({REWARD_STORAGE, "storage", "stor"}, reward.type:lower()) and not deny then
                            player:setStorageValue(reward.value[1], reward.value[2])
                        elseif isInArray({REWARD_POINT, "points", "point"}, reward.type:lower()) and not deny then
                            player:setStorageValue(POINTSSTORAGE, player:getStorageValue(POINTSSTORAGE) + reward.value[1])
                        elseif isInArray({REWARD_ITEM, "item", "items", "object"}, reward.type:lower()) and not deny then
                            doPlayerAddItem(cid, reward.value[1], reward.value[2])
                        end
 
                        if reward.storage then
                            player:setStorageValue(reward.storage[1], reward.storage[2])
                        end
                    end
 
                    if tasks[id].norepeatable then
                        player:setStorageValue(QUESTSTORAGE_BASE + id, 2)
                    else
                        player:setStorageValue(QUESTSTORAGE_BASE + id, 0)
                    end
                    player:setStorageValue(KILLSSTORAGE_BASE + id, 0)
                    if player:getStorageValue(REPEATSTORAGE_BASE + id) < 1 then
                        player:setStorageValue(REPEATSTORAGE_BASE + id, 0)
                    end
                    player:setStorageValue(REPEATSTORAGE_BASE + id, player:getStorageValue(REPEATSTORAGE_BASE + id) + 1)
                    finishedAtLeastOne = true
                    finished = finished + 1
                end
            end
    if (not finishedAtLeastOne) then
         local started = getPlayerStartedTasks(cid)
        if (started and #started > 0) then    
            local text = ""
            local sep = ", "
            table.sort(started, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(started) do
                t = t + 1
                if (t == #started - 1) then
                    sep = " and "
                elseif (t == #started) then
                    sep = "."
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
                npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player)
                Topic[cid] = 1
            else
                npcHandler:say("Awesome! you finished " .. (finished > 1 and "various" or "a") .. " task" .. (finished > 1 and "s" or "") .. ". Talk to me again if you want to start a {task}.", player)
            end
        else
            npcHandler:say("You haven't started any task yet.", player)
        end
    end
    elseif msg:lower() == "started" then
        local started = getPlayerStartedTasks(cid)
        if started and #started > 0 then
            local text = ""
            local sep = ", "
            table.sort(started, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(started) do
                t = t + 1
                if t == #started - 1 then
                    sep = " and "
                elseif t == #started then
                    sep = "."
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
 
            npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player)
        else
            npcHandler:say("You haven't started any task yet.", player)
        end
    elseif msg:lower() == "cancel" then
        local started = getPlayerStartedTasks(cid)
        local task = getTaskByName(msg)
        local text = ""
            local sep = ", "
            table.sort(started, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(started) do
                t = t + 1
                if t == #started - 1 then
                    sep = " or "
                elseif t == #started then
                    sep = "?"
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
        if started and #started > 0 then
            npcHandler:say("Cancelling a task will make the counter restart. Which of these tasks you want cancel?" .. (#started > 1 and "" or "") .. " " .. text, player)
            talkState[talkUser] = 2
        else
            npcHandler:say("You haven't started any task yet.", player)
        end
    elseif getTaskByName(msg) and talkState[talkUser] == 2 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then
        local task = getTaskByName(msg)
        if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then
            npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Cancelling this task will restart the count. Are you sure you want to cancel this task?", player)
        else
            npcHandler:say("Are you sure you want to cancel this task?", player)
        end
        talkState[talkUser] = 3
        cancel[cid] = task
    elseif getTaskByName(msg) and Topic[cid] == 1 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then
        local task = getTaskByName(msg)
        if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then
            npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player)
            Topic[cid] = 0
        else
            npcHandler:say("You currently killed 0/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player)
        end
    elseif msg:lower() == "yes" and talkState[talkUser] == 3 then
        player:setStorageValue(QUESTSTORAGE_BASE + cancel[cid], -1)
        player:setStorageValue(KILLSSTORAGE_BASE + cancel[cid], -1)
        npcHandler:say("You have cancelled the task " .. (tasks[cancel[cid]].name or tasks[cancel[cid]].raceName) .. ".", player)
        talkState[talkUser] = 0
    elseif isInArray({"points", "rank"}, msg:lower()) then
        if player:getStorageValue(POINTSSTORAGE) < 1 then
        npcHandler:say("At this time, you have 0 Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member"  or "haven't been ranked yet") .. ".", player)
        elseif player:getStorageValue(POINTSSTORAGE) >= 1 then 
        npcHandler:say("At this time, you have " .. player:getStorageValue(POINTSSTORAGE) .. " Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member"  or "haven't been ranked yet") .. ".", player)
        end
        talkState[talkUser] = 0
    end
end
 
npcHandler:setMessage(MESSAGE_FAREWELL, "Happy hunting, old chap!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

 

 

 

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|"
    TAG_TIME = "|TIME|"
    TAG_BLESSCOST = "|BLESSCOST|"
    TAG_PVPBLESSCOST = "|PVPBLESSCOST|"
    TAG_TRAVELCOST = "|TRAVELCOST|"

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 120,
        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

        self.focuses[#self.focuses + 1] = 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 _, 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 _, 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
            shop_amount[focus] = nil
            shop_cost[focus] = nil
            shop_rlname[focus] = nil
            shop_itemid[focus] = nil
            shop_container[focus] = nil
            shop_npcuid[focus] = nil
            shop_eventtype[focus] = nil
            shop_subtype[focus] = nil
            shop_destination[focus] = nil
            shop_premium[focus] = nil
        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

        self.focuses[pos] = nil

        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 Player(focus) ~= nil 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
            self.modules[#self.modules + 1] = 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 _, 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
        if type(ret) == 'string' then
            for search, replace in pairs(parseInfo) do
                ret = string.gsub(ret, search, replace)
            end
        else
            for i = 1, #ret do
                for search, replace in pairs(parseInfo) do
                    ret = string.gsub(ret, search, replace)
                end
            end
        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 player = Player(cid)
                local playerName = player and player:getName() or -1
                local parseInfo = { [TAG_PLAYERNAME] = playerName }
                self:resetNpc(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, message)
        if cid ~= 0 then
            local callback = self:getCallback(CALLBACK_GREET)
            if callback == nil or callback(cid, message) then
                if self:processModuleCallback(CALLBACK_GREET, cid) then
                    local msg = self:getMessage(MESSAGE_GREET)
                    local player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    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(creature)
        local cid = creature.uid
        if cid == getNpcCid() then
            local npc = Npc()
            if next(self.shopItems) then
                local speechBubble = npc:getSpeechBubble()
                if speechBubble == 3 then
                    npc:setSpeechBubble(4)
                else
                    npc:setSpeechBubble(2)
                end
            else
                if self:getMessage(MESSAGE_GREET) then
                    npc:setSpeechBubble(1)
                end
            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(creature)
        local cid = creature.uid
        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(creature, msgtype, msg)
        local cid = creature.uid
        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(creature)
        local cid = creature.uid
        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 player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    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(creature)
        local cid = creature.uid
        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(creature, itemid, subType, amount, ignoreCap, inBackpacks)
        local cid = creature.uid
        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(creature, itemid, subType, amount, ignoreCap, inBackpacks)
        local cid = creature.uid
        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 _, 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, message)
        if self:isInRange(cid) then
            if not self:isFocused(cid) then
                self:greet(cid, message)
                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 player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local playerSex = player and player:getSex() or 0

                    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 playerSex == PLAYERSEX_FEMALE then
                            selfSay(message_female)
                        else
                            selfSay(message_male)
                        end
                    elseif message ~= "" then
                        selfSay(message)
                    end
                    self:resetNpc(cid)
                    self:releaseFocus(cid)
                end
            end
        end
    end

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        local distance = Player(cid) ~= nil 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(cid)
        if self:processModuleCallback(CALLBACK_MODULE_RESET) then
            self.keywordHandler:reset(cid)
        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 4000)) + 700, self.eventDelayedSay[pcid][aux], pcid)
            ret[#ret + 1] = 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 6000, 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(npcId, message, focusId)
            local npc = Npc(npcId)
            if npc == nil then
                return
            end

            local player = Player(focusId)
            if player then
                local parseInfo = {[TAG_PLAYERNAME] = player:getName(), [TAG_TIME] = getTibianTime(), [TAG_BLESSCOST] = getBlessingsCost(player:getLevel()), [TAG_PVPBLESSCOST] = getPvpBlessingCost(player:getLevel())}
                npc:say(self:parseMessage(message, parseInfo), TALKTYPE_PRIVATE_NP, false, player, npc:getPosition())
            end
        end, self.talkDelayTime * 1000, Npc().uid, message, focus)
    end
end
 

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5 horas atrás, koete disse:

Estou com um Problema, o Grizzly Adams da a task normalmente quando você conversa com ele, porém sempre que ele responde da o seguinte erro.

 

 

  Mostrar conteúdo oculto

 

 


 

Lua Script Error: [Npc interface]
data/npc/scripts/Grizzly Adams.lua:onCreatureSay
luaAddEvent(). Argument #5 is unsafe
stack traceback:
        [C]: in function 'addEvent'
        data/npc/lib/npcsystem/npchandler.lua:642: in function 'say'
        data/npc/scripts/Grizzly Adams.lua:183: in function 'callback'
        data/npc/lib/npcsystem/npchandler.lua:430: in function 'onCreatureSay'
        data/npc/scripts/Grizzly Adams.lua:10: in function <data/npc/scripts/Grizzly Adams.lua:10> 

 
 

 

 

 

Além desse erro, eu fui pedir a task e goblin, e também me foi adicionada "Edron City - Elite Hunting: Goblins" Além da "Paw and Fur: Goblin".

Não sei o que fazer. Vou postar os scripts do Grizzly Adams e do npchandler.

 

Grizzly Adams.lua

 

  Mostrar conteúdo oculto

 

 


 

dofile('data/lib/miscellaneous/052-killingInTheNameOfQuest.lua')
--dofile('data/lib/StorageList.lua')
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
 
function onCreatureAppear(cid)                          npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid)                       npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg)                  npcHandler:onCreatureSay(cid, type, msg) end
function onThink()                                      npcHandler:onThink() end
 
local choose = {}
local cancel = {}
local available = {}

local grizzlyAdamsConfig = {
                            ranks = {
                                    huntsMan_rank = {
                                                    {id=11208, buy=0, sell=50, name='antlers'},
                                                    {id=10549, buy=0, sell=100, name='bloody pincers'},
                                                    {id=11183, buy=0, sell=35, name='crab pincers'},
                                                    {id=10573, buy=0, sell=55, name='cyclops toe'},
                                                    {id=10564, buy=0, sell=30, name='frosty ear of a troll'},
                                                    {id=11193, buy=0, sell=600, name='hydra head'},
                                                    {id=11366, buy=0, sell=80, name='lancer beetle shell'},
                                                    {id=10578, buy=0, sell=420, name='mutated bat ear'},
                                                    {id=11222, buy=0, sell=400, name='sabretooth'},
                                                    {id=11367, buy=0, sell=20, name='sandcrawler shell'},
                                                    {id=10547, buy=0, sell=280, name='scarab pincers'},
                                                    {id=11365, buy=0, sell=60, name='terramite legs'},
                                                    {id=11363, buy=0, sell=170, name='terramite shell'},
                                                    {id=11184, buy=0, sell=30000, name='terrorbird beak'},
                                                    
                                                    {id=7398, buy=0, sell=500, name='cyclops trophy'},
                                                    {id=11315, buy=0, sell=15000, name='draken trophy'},
                                                    {id=11330, buy=0, sell=8000, name='lizard trophy'},
                                                    {id=7401, buy=0, sell=500, name='minotaur trophy'}
                                                    },

                                    bigGameHunter_rank = {
                                                    {id=7397, buy=0, sell=3000, name='deer trophy'},
                                                    {id=7400, buy=0, sell=3000, name='lion trophy'},
                                                    {id=7394, buy=0, sell=3000, name='wolf trophy'}
                                                    },

                                    trophyHunter_rank = {
                                                    {id=7393, buy=0, sell=40000, name='demon trophy'},
                                                    {id=7396, buy=0, sell=20000, name='behemoth trophy'},
                                                    {id=7399, buy=0, sell=10000, name='dragon lord trophy'},
                                                    
                                                    {id=10518, buy=1000, sell=0, name='demon backpack'},
                                                    },
                                    }
                            }

local Topic = {}
function greetCallback(cid)
    Topic[cid] = 0
    return true
end

local function setNewTradeTable(table)
    local items = {}
    for _, v in ipairs(table) do
        items[v.id] = {itemId = v.id, buyPrice = v.buy, sellPrice = v.sell, subType = 0, realName = v.name}
    end
    return items
end

local function setNewLineTable(oldTable, newTable)
    for k, v in pairs(oldTable) do
        table.insert(newTable, k, v)
    end
    return true
end

function creatureSayCallback(cid, type, msg)
    local player = Player(cid)
    local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE and 0 or cid
    if (msgcontains(msg, "hi") or msgcontains(msg, "hello")) and (not npcHandler:isFocused(cid)) then
        if (player:getStorageValue(JOIN_STOR) == -1) then
            npcHandler:say("Welcome "..getCreatureName(cid)..". Would you like to join the 'Paw and Fur - Hunting Elite'?", cid)
            npcHandler:addFocus(cid)
            talkState[talkUser] = 5
        else
            npcHandler:say("Welcome back old chap. What brings you here this time?", cid)
            npcHandler:addFocus(cid)
            talkState[talkUser] = 0
            end
            return true
        end
     
        if(not npcHandler:isFocused(cid)) then
            return false
        end
        
        if msgcontains(msg, "bye") or msgcontains(msg, "farewell") then
            npcHandler:say("Happy hunting, old chap!", cid, TRUE)
            Topic[talkUser] = 0
            npcHandler:releaseFocus(cid)
            npcHandler:resetNpc(cid)
        end
        
        if (isInArray({"yes", "join"}, msg:lower()) and talkState[talkUser] == 5) then 
            player:setStorageValue(JOIN_STOR, 1)
            npcHandler:say("Great! A warm welcome to our newest member: "..getCreatureName(cid).."! Ask me for a {task} if you want to go on a hunt.", cid)
            talkState[talkUser] = 0
        elseif (msg:lower() == "no" and talkState[talkUser] == 5) then
            npcHandler:say("No problem old chap. Come back if you change your mind.", cid)  
        end

        if (player:getStorageValue(JOIN_STOR) == -1) then
                npcHandler:say("You'll have to {join} us to get more information.",cid)
    return false
end
if isInArray({"offer", "trade"}, msg:lower()) then
    if getPlayerRank(cid) >= 2 then 
        if getPlayerRank(cid) == 2 or getPlayerRank(cid) == 3 then
            tradeRank = grizzlyAdamsConfig.ranks.huntsMan_rank
        elseif getPlayerRank(cid) == 4 then
            tradeRank = grizzlyAdamsConfig.ranks.bigGameHunter_rank
            setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank)
        elseif getPlayerRank(cid) == 5 or getPlayerRank(cid) == 6 then
            tradeRank = grizzlyAdamsConfig.ranks.trophyHunter_rank
            setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank)
            setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.trophyHunter_rank)
        end
        local items = setNewTradeTable(tradeRank)
        local function onBuy(cid, item, subType, amount, ignoreCap, inBackpacks)
            if ignoreCap == false and (player:getFreeCapacity() < getItemWeight(items[item].itemId, amount) or inBackpacks and player:getFreeCap() < (getItemWeight(items[item].itemId, amount) + getItemWeight(1988, 1))) then
                return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You don\'t have enough cap.')
            end
            if items[item].buyPrice then
                player:removeMoney(amount * items[item].buyPrice)
                for i = 1, amount do
                    if inBackpacks then
                        local backpack = doCreateItemEx(1988, 1)
                        doAddContainerItem(backpack, items[item].itemId, amount)
                    else
                        player:addItem(items[item].itemId, amount, true)
                    end
                end
                return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You bought '..amount..'x '..items[item].realName..' for '..items[item].buyPrice * amount..' gold coins.')
            end
            return true
            end
             
        local function onSell(cid, item, subType, amount, ignoreCap, inBackpacks)
            if items[item].sellPrice then
                player:addMoney(items[item].sellPrice * amount)
                player:removeItem(items[item].itemId, amount)
                return player:sendTextMessage(cid, MESSAGE_INFO_DESCR, 'You sold '..amount..'x '..items[item].realName..' for '..items[item].sellPrice * amount..' gold coins.')
            end
            return true
        end
        openShopWindow(cid, tradeRank, onBuy, onSell)
        return npcHandler:say('It\'s my offer.', player)
    else
        return npcHandler:say('You don\'t have any rank.', player)
        end
end
 
    if isInArray({"tasks", "task", "mission"}, msg:lower()) then
        local can = getTasksByPlayer(cid)
        if (player:getStorageValue(JOIN_STOR) == -1) then
             return (npcHandler:say("You'll have to {join}, to get any {tasks}.",cid))
        end
        if #can > 0 then
            local text = ""
            local sep = ", "
            table.sort(can, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(can) do
                t = t + 1
                if t == #can - 1 then
                    sep = " and "
                elseif t == #can then
                    sep = "."
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
            npcHandler:say("The current task" .. (#can > 1 and "s" or "") .. " that you can choose " .. (#can > 1 and "are" or "is") .. " " .. text, player)
            talkState[talkUser] = 0
        else
            npcHandler:say("I don't have any task for you right now.", player)
        end
    elseif msg ~= "" and canStartTask(cid, msg) then
        if #getPlayerStartedTasks(cid) >= tasksByPlayer then
            npcHandler:say("Sorry, but you already started " .. tasksByPlayer .. " tasks. You can check their {status} or {cancel} a task.", player)
            return true
        end
        local task = getTaskByName(msg)
        if task and player:getStorageValue(QUESTSTORAGE_BASE + task) > 0 then  
            return false
        end
        npcHandler:say("In this task you must defeat " .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Are you sure that you want to start this task?", player)
        choose[cid] = task
        talkState[talkUser] = 1
    elseif msg:lower() == "yes" and talkState[talkUser] == 1 then
        player:setStorageValue(QUESTSTORAGE_BASE + choose[cid], 1)
        player:setStorageValue(KILLSSTORAGE_BASE + choose[cid], 0)
        npcHandler:say("Excellent! You can check the {status} of your task saying {report} to me. Also you can {cancel} tasks to.", player)
        choose[cid] = nil
        talkState[talkUser] = 0    
    elseif (msg:lower() == "report" or msg:lower() == "status") then
        local started = getPlayerStartedTasks(cid)
        local finishedAtLeastOne = false
        local finished = 0
        if started and #started > 0 then
            for _, id in ipairs(started) do
                if player:getStorageValue(KILLSSTORAGE_BASE + id) >= tasks[id].killsRequired then
                    for _, reward in ipairs(tasks[id].rewards) do
                        local deny = false
                        if reward.storage then
                            if player:getStorageValue(reward.storage[1]) >= reward.storage[2] then
                                deny = true
                            end
                        end
                        if isInArray({REWARD_MONEY, "money"}, reward.type:lower()) and not deny then
                            doPlayerAddMoney(cid, reward.value[1])
                        elseif isInArray({REWARD_EXP, "exp", "experience"}, reward.type:lower()) and not deny then
                            doPlayerAddExp(cid, reward.value[1], false, reward.value[1], false, true)
                            doPlayerSendDefaultCancel(cid, "You gained " .. reward.value[1] .. " experience points.")
                        elseif isInArray({REWARD_ACHIEVEMENT, "achievement", "ach"}, reward.type:lower()) and not deny then
                        elseif isInArray({REWARD_STORAGE, "storage", "stor"}, reward.type:lower()) and not deny then
                            player:setStorageValue(reward.value[1], reward.value[2])
                        elseif isInArray({REWARD_POINT, "points", "point"}, reward.type:lower()) and not deny then
                            player:setStorageValue(POINTSSTORAGE, player:getStorageValue(POINTSSTORAGE) + reward.value[1])
                        elseif isInArray({REWARD_ITEM, "item", "items", "object"}, reward.type:lower()) and not deny then
                            doPlayerAddItem(cid, reward.value[1], reward.value[2])
                        end
 
                        if reward.storage then
                            player:setStorageValue(reward.storage[1], reward.storage[2])
                        end
                    end
 
                    if tasks[id].norepeatable then
                        player:setStorageValue(QUESTSTORAGE_BASE + id, 2)
                    else
                        player:setStorageValue(QUESTSTORAGE_BASE + id, 0)
                    end
                    player:setStorageValue(KILLSSTORAGE_BASE + id, 0)
                    if player:getStorageValue(REPEATSTORAGE_BASE + id) < 1 then
                        player:setStorageValue(REPEATSTORAGE_BASE + id, 0)
                    end
                    player:setStorageValue(REPEATSTORAGE_BASE + id, player:getStorageValue(REPEATSTORAGE_BASE + id) + 1)
                    finishedAtLeastOne = true
                    finished = finished + 1
                end
            end
    if (not finishedAtLeastOne) then
         local started = getPlayerStartedTasks(cid)
        if (started and #started > 0) then    
            local text = ""
            local sep = ", "
            table.sort(started, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(started) do
                t = t + 1
                if (t == #started - 1) then
                    sep = " and "
                elseif (t == #started) then
                    sep = "."
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
                npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player)
                Topic[cid] = 1
            else
                npcHandler:say("Awesome! you finished " .. (finished > 1 and "various" or "a") .. " task" .. (finished > 1 and "s" or "") .. ". Talk to me again if you want to start a {task}.", player)
            end
        else
            npcHandler:say("You haven't started any task yet.", player)
        end
    end
    elseif msg:lower() == "started" then
        local started = getPlayerStartedTasks(cid)
        if started and #started > 0 then
            local text = ""
            local sep = ", "
            table.sort(started, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(started) do
                t = t + 1
                if t == #started - 1 then
                    sep = " and "
                elseif t == #started then
                    sep = "."
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
 
            npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player)
        else
            npcHandler:say("You haven't started any task yet.", player)
        end
    elseif msg:lower() == "cancel" then
        local started = getPlayerStartedTasks(cid)
        local task = getTaskByName(msg)
        local text = ""
            local sep = ", "
            table.sort(started, (function(a, b) return (a < b) end))
            local t = 0
            for _, id in ipairs(started) do
                t = t + 1
                if t == #started - 1 then
                    sep = " or "
                elseif t == #started then
                    sep = "?"
                end
                text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep
            end
        if started and #started > 0 then
            npcHandler:say("Cancelling a task will make the counter restart. Which of these tasks you want cancel?" .. (#started > 1 and "" or "") .. " " .. text, player)
            talkState[talkUser] = 2
        else
            npcHandler:say("You haven't started any task yet.", player)
        end
    elseif getTaskByName(msg) and talkState[talkUser] == 2 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then
        local task = getTaskByName(msg)
        if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then
            npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Cancelling this task will restart the count. Are you sure you want to cancel this task?", player)
        else
            npcHandler:say("Are you sure you want to cancel this task?", player)
        end
        talkState[talkUser] = 3
        cancel[cid] = task
    elseif getTaskByName(msg) and Topic[cid] == 1 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then
        local task = getTaskByName(msg)
        if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then
            npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player)
            Topic[cid] = 0
        else
            npcHandler:say("You currently killed 0/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player)
        end
    elseif msg:lower() == "yes" and talkState[talkUser] == 3 then
        player:setStorageValue(QUESTSTORAGE_BASE + cancel[cid], -1)
        player:setStorageValue(KILLSSTORAGE_BASE + cancel[cid], -1)
        npcHandler:say("You have cancelled the task " .. (tasks[cancel[cid]].name or tasks[cancel[cid]].raceName) .. ".", player)
        talkState[talkUser] = 0
    elseif isInArray({"points", "rank"}, msg:lower()) then
        if player:getStorageValue(POINTSSTORAGE) < 1 then
        npcHandler:say("At this time, you have 0 Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member"  or "haven't been ranked yet") .. ".", player)
        elseif player:getStorageValue(POINTSSTORAGE) >= 1 then 
        npcHandler:say("At this time, you have " .. player:getStorageValue(POINTSSTORAGE) .. " Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member"  or "haven't been ranked yet") .. ".", player)
        end
        talkState[talkUser] = 0
    end
end
 
npcHandler:setMessage(MESSAGE_FAREWELL, "Happy hunting, old chap!")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

 

 

 

 

 

npchandler.lua

 

  Mostrar conteúdo oculto

 

 


-- 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|"
    TAG_TIME = "|TIME|"
    TAG_BLESSCOST = "|BLESSCOST|"
    TAG_PVPBLESSCOST = "|PVPBLESSCOST|"
    TAG_TRAVELCOST = "|TRAVELCOST|"

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 120,
        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

        self.focuses[#self.focuses + 1] = 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 _, 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 _, 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
            shop_amount[focus] = nil
            shop_cost[focus] = nil
            shop_rlname[focus] = nil
            shop_itemid[focus] = nil
            shop_container[focus] = nil
            shop_npcuid[focus] = nil
            shop_eventtype[focus] = nil
            shop_subtype[focus] = nil
            shop_destination[focus] = nil
            shop_premium[focus] = nil
        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

        self.focuses[pos] = nil

        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 Player(focus) ~= nil 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
            self.modules[#self.modules + 1] = 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 _, 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
        if type(ret) == 'string' then
            for search, replace in pairs(parseInfo) do
                ret = string.gsub(ret, search, replace)
            end
        else
            for i = 1, #ret do
                for search, replace in pairs(parseInfo) do
                    ret = string.gsub(ret, search, replace)
                end
            end
        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 player = Player(cid)
                local playerName = player and player:getName() or -1
                local parseInfo = { [TAG_PLAYERNAME] = playerName }
                self:resetNpc(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, message)
        if cid ~= 0 then
            local callback = self:getCallback(CALLBACK_GREET)
            if callback == nil or callback(cid, message) then
                if self:processModuleCallback(CALLBACK_GREET, cid) then
                    local msg = self:getMessage(MESSAGE_GREET)
                    local player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    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(creature)
        local cid = creature.uid
        if cid == getNpcCid() then
            local npc = Npc()
            if next(self.shopItems) then
                local speechBubble = npc:getSpeechBubble()
                if speechBubble == 3 then
                    npc:setSpeechBubble(4)
                else
                    npc:setSpeechBubble(2)
                end
            else
                if self:getMessage(MESSAGE_GREET) then
                    npc:setSpeechBubble(1)
                end
            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(creature)
        local cid = creature.uid
        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(creature, msgtype, msg)
        local cid = creature.uid
        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(creature)
        local cid = creature.uid
        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 player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    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(creature)
        local cid = creature.uid
        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(creature, itemid, subType, amount, ignoreCap, inBackpacks)
        local cid = creature.uid
        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(creature, itemid, subType, amount, ignoreCap, inBackpacks)
        local cid = creature.uid
        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 _, 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, message)
        if self:isInRange(cid) then
            if not self:isFocused(cid) then
                self:greet(cid, message)
                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 player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local playerSex = player and player:getSex() or 0

                    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 playerSex == PLAYERSEX_FEMALE then
                            selfSay(message_female)
                        else
                            selfSay(message_male)
                        end
                    elseif message ~= "" then
                        selfSay(message)
                    end
                    self:resetNpc(cid)
                    self:releaseFocus(cid)
                end
            end
        end
    end

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        local distance = Player(cid) ~= nil 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(cid)
        if self:processModuleCallback(CALLBACK_MODULE_RESET) then
            self.keywordHandler:reset(cid)
        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 4000)) + 700, self.eventDelayedSay[pcid][aux], pcid)
            ret[#ret + 1] = 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 6000, 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(npcId, message, focusId)
            local npc = Npc(npcId)
            if npc == nil then
                return
            end

            local player = Player(focusId)
            if player then
                local parseInfo = {[TAG_PLAYERNAME] = player:getName(), [TAG_TIME] = getTibianTime(), [TAG_BLESSCOST] = getBlessingsCost(player:getLevel()), [TAG_PVPBLESSCOST] = getPvpBlessingCost(player:getLevel())}
                npc:say(self:parseMessage(message, parseInfo), TALKTYPE_PRIVATE_NP, false, player, npc:getPosition())
            end
        end, self.talkDelayTime * 1000, Npc().uid, message, focus)
    end
end
 
 

 

 

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      Galera to com o script do addon doll aqui, quando eu digito apenas "!addon" ele aparece assim: Digite novamente, algo está errado!"
      quando digito por exemplo: "!addon citizen" ele não funciona e não da nenhum erro
       
      mesma coisa acontece com o mount doll.. 
    • Por Ayron5
      Substitui uma stone no serve, deu tudo certo fora  esse  erro ajudem  Valendo  Rep+  Grato  

      Erro: data/actions/scripts/boost.lua:557: table index is nil
       [Warning - Event::loadScript] Cannot load script (data/actions/scripts/boost.lua)

      Script:
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