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Normal How to fix NPC msg sending to Default chat


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Hi i have problem with npc when i talk with npc "hi" he send msg to default chat and to npc, so i want to make it send only in npc. How can i fix it?

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Dederin" script="dederin.lua" walkinterval="0">
    <health now="100" max="100"/>
    <look type="459"/>
    <parameters>
        <parameter key="module_shop" value="1"/>
        <parameter key="message_greet" value="I can take you to {Small City}, {Namek Island}, {Big City}, {Ice City}, {Frozen City}, {West Island}, {East Island}, {Broken City}, {Assassin Tower} (100 zeni everywhere)"/>
    </parameters>
</npc>

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<?xml version="1.0" encoding="UTF-8"?>
<npc name="Dederin" script="dederin.lua" walkinterval="0" floorchange="0" speed="0">
<health now="150" max="150"/>
<look type="459" head="20" body="100" legs="50" feet="99" corpse="0"/>
<parameters>
<parameter key="message_greet" value="I can take you to {Small City}, {Namek Island}, {Big City}, {Ice City}, {Frozen City}, {West Island}, {East Island}, {Broken City}, {Assassin Tower} (100 zeni everywhere)"/>
</parameters>
</npc>

 

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1 hour ago, gabrielzika said:

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Dederin" script="dederin.lua" walkinterval="0" floorchange="0" speed="0">
<health now="150" max="150"/>
<look type="459" head="20" body="100" legs="50" feet="99" corpse="0"/>
<parameters>
<parameter key="message_greet" value="I can take you to {Small City}, {Namek Island}, {Big City}, {Ice City}, {Frozen City}, {West Island}, {East Island}, {Broken City}, {Assassin Tower} (100 zeni everywhere)"/>
</parameters>
</npc>

 

Still message send in default chat

image.png

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send the script that is in dederin.lua
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see if you can ^^

local STORAGE = 4150 -- Storage necessária para viajar
local smallcity = {x=107, y=200, z=7}
local namekisland = {x=461, y=447, z=5}
local bigcity = {x=117, y=102, z=7}
local icecity = {x=315, y=179, z=7}
local frozencity = {x=477, y=643, z=7}
local westisland = {x=83, y=39, z=7}
local eastisland = {x=111, y=39, z=7}
local brokencity = {x=99, y=343, z=7}
local assassintower = {x=254, y=393, z=7}

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}

function onCreatureAppear(cid)                  npcHandler:onCreatureAppear(cid)                        end
function onCreatureDisappear(cid)               npcHandler:onCreatureDisappear(cid)                     end
function onCreatureSay(cid, type, msg)          npcHandler:onCreatureSay(cid, type, msg)                end
function onThink()                              npcHandler:onThink()                                    end

function creatureSayCallback(cid, type, msg)
  
   if(not npcHandler:isFocused(cid)) then
      return false
   end
 
   local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid
    if msgcontains(msg, "small city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, smallcity)
            doSendMagicEffect(smallcity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "namek island") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, namekisland)
            doSendMagicEffect(namekisland, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
 
    if msgcontains(msg, "big city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, bigcity)
            doSendMagicEffect(bigcity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "ice city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, icecity)
            doSendMagicEffect(icecity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "frozen city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, frozencity)
            doSendMagicEffect(frozencity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "west island") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, westisland)
            doSendMagicEffect(westisland, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "east island") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, eastisland)
            doSendMagicEffect(eastisland, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "broken city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, brokencity)
            doSendMagicEffect(brokencity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "assassin tower") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, assassintower)
            doSendMagicEffect(assassintower, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
   return true
end
 
 
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

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7 minutes ago, gabrielzika said:

see if you can ^^


local STORAGE = 4150 -- Storage necessária para viajar
local smallcity = {x=107, y=200, z=7}
local namekisland = {x=461, y=447, z=5}
local bigcity = {x=117, y=102, z=7}
local icecity = {x=315, y=179, z=7}
local frozencity = {x=477, y=643, z=7}
local westisland = {x=83, y=39, z=7}
local eastisland = {x=111, y=39, z=7}
local brokencity = {x=99, y=343, z=7}
local assassintower = {x=254, y=393, z=7}

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}

function onCreatureAppear(cid)                  npcHandler:onCreatureAppear(cid)                        end
function onCreatureDisappear(cid)               npcHandler:onCreatureDisappear(cid)                     end
function onCreatureSay(cid, type, msg)          npcHandler:onCreatureSay(cid, type, msg)                end
function onThink()                              npcHandler:onThink()                                    end

function creatureSayCallback(cid, type, msg)
  
   if(not npcHandler:isFocused(cid)) then
      return false
   end
 
   local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid
    if msgcontains(msg, "small city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, smallcity)
            doSendMagicEffect(smallcity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "namek island") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, namekisland)
            doSendMagicEffect(namekisland, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
 
    if msgcontains(msg, "big city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, bigcity)
            doSendMagicEffect(bigcity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "ice city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, icecity)
            doSendMagicEffect(icecity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "frozen city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, frozencity)
            doSendMagicEffect(frozencity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "west island") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, westisland)
            doSendMagicEffect(westisland, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "east island") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, eastisland)
            doSendMagicEffect(eastisland, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "broken city") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, brokencity)
            doSendMagicEffect(brokencity, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
    if msgcontains(msg, "assassin tower") then
        if not isPlayerPzLocked(cid) then
            doSendMagicEffect(getThingPos(cid), 10)
            npcHandler:releaseFocus(cid)
            doTeleportThing(cid, assassintower)
            doSendMagicEffect(assassintower, 10)
            selfSay("Let's go!", cid)
        else
            selfSay("Voce deve estar sem pz locked!", cid)
        end
    talkState[talkUser] = 0
    end
   
   return true
end
 
 
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

Still same

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@henkas 

send the script that is in data/npc/lib/npcsystem/npchandler.lua
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1 minute ago, gabrielzika said:

@henkas 


send the script that is in data/npc/lib/npcsystem/npchandler.lua


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

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

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

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

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

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

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

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

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

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 300,
        talkRadius = 3,
        talkDelayTime = 1, -- Seconds to delay outgoing messages.
        queue = nil,
        talkDelay = nil,
        callbackFunctions = nil,
        modules = nil,
        shopItems = nil, -- They must be here since ShopModule uses "static" functions
        messages = {
            -- These are the default replies of all npcs. They can/should be changed individually for each npc.
            [MESSAGE_GREET]     = 'Bem vindo, |PLAYERNAME|! Eu estive esperando voce!',
            [MESSAGE_FAREWELL]     = 'Adeus, |PLAYERNAME|!',
            [MESSAGE_BUY]         = 'Voce deseja comprar |ITEMCOUNT| |ITEMNAME| por |TOTALCOST| gold coins?',
            [MESSAGE_ONBUY]     = 'Adeus, volte quando quiser.',
            [MESSAGE_BOUGHT]     = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_SELL]         = 'Voce deseja vender |ITEMCOUNT| |ITEMNAME| por |TOTALCOST| gold coins?',
            [MESSAGE_ONSELL]     = 'Thank you for this |ITEMNAME|, |PLAYERNAME| gold.',
            [MESSAGE_SOLD]         = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_MISSINGMONEY]    = 'Desculpe, voce nćo tem nenhum dinheiro.',
            [MESSAGE_NEEDMONEY]     = 'Voce nćo tem dinheiro suficiente.',
            [MESSAGE_MISSINGITEM]     = 'You don\'t even have that item, |PLAYERNAME|!',
            [MESSAGE_NEEDITEM]    = 'Voce nćo tem este objeto.',
            [MESSAGE_NEEDSPACE]    = 'Voce nćo tem cap suficiente.',
            [MESSAGE_NEEDMORESPACE]    = 'Voce nćo tem capacidade para todos os itens.',
            [MESSAGE_IDLETIMEOUT]     = 'Próximo, por favor!',
            [MESSAGE_WALKAWAY]     = 'Hmph!',
            [MESSAGE_DECLINE]    = 'Not good enough, is it... ?',
            [MESSAGE_SENDTRADE]    = 'Here is my offer, |PLAYERNAME|. Dont you like it?',
            [MESSAGE_NOSHOP]    = 'Desculpe, eu nćo comercializo nada.',
            [MESSAGE_ONCLOSESHOP]    = 'Obrigado, volte sempre que precisar.',
            [MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! Jį estou falando com voce...',
            [MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
        }
    }

    -- Creates a new NpcHandler with an empty callbackFunction stack.
    function NpcHandler:new(keywordHandler)
        local obj = {}
        obj.callbackFunctions = {}
        obj.modules = {}
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            obj.focuses = {}
            obj.talkStart = {}
        else
            obj.queue = Queue:new(obj)
            obj.focuses = 0
            obj.talkStart = 0
        end
        obj.talkDelay = {}
        obj.keywordHandler = keywordHandler
        obj.messages = {}
        obj.shopItems = {}

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

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

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

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

    -- Function used to change the focus of this npc.
    function NpcHandler:addFocus(newFocus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            if(self:isFocused(newFocus)) then
                return
            end

            table.insert(self.focuses, newFocus)
        else
            self.focuses = newFocus
        end

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

    -- Function used to verify if npc is focused to certain player
    function NpcHandler:isFocused(focus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            for k,v in pairs(self.focuses) do
                if v == focus then
                    return true
                end
            end

            return false
        end

        return (self.focuses == focus)
    end

    -- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
    --    Should also be called whenever a new player is focused.
    function NpcHandler:updateFocus()
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            for pos, focus in pairs(self.focuses) do
                if(focus ~= nil) then
                    doNpcSetCreatureFocus(focus)
                    return
                end
            end

            doNpcSetCreatureFocus(0)
        else
            doNpcSetCreatureFocus(self.focuses)
        end
    end

    -- Used when the npc should un-focus the player.
    function NpcHandler:releaseFocus(focus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            if(not self:isFocused(focus)) then
                return
            end

            local pos = nil
            for k,v in pairs(self.focuses) do
                if v == focus then
                    pos = k
                end
            end
            table.remove(self.focuses, pos)
            self.talkStart[focus] = nil
            closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
            self:updateFocus()
        else
            closeShopWindow(focus)
            self:changeFocus(0)
        end
    end

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

        return ret
    end

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

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

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

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

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

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

        return ret
    end

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

        return ret
    end

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

    -- Translates all message tags found in msg using parseInfo
    function NpcHandler:parseMessage(msg, parseInfo)
        local ret = msg
        for search, replace in pairs(parseInfo) do
            ret = string.gsub(ret, search, replace)
        end

        return ret
    end

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

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

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

    -- Greets a new player.
    function NpcHandler:greet(cid)
        if(cid ~= 0) then
            local callback = self:getCallback(CALLBACK_GREET)
            if(callback == nil or callback(cid)) then
                if(self:processModuleCallback(CALLBACK_GREET, cid)) then
                    local msg = self:getMessage(MESSAGE_GREET)
                    local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
                    msg = self:parseMessage(msg, parseInfo)

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

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

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

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

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

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

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

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

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

    -- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
    function NpcHandler:onThink()
        local callback = self:getCallback(CALLBACK_ONTHINK)
        if(callback == nil or callback()) then
            if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
                if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                    for cid, talkDelay in pairs(self.talkDelay) do
                        if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
                            selfSay(talkDelay.message, cid)
                            self.talkDelay[cid] = nil
                        end
                    end
                elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
                    selfSay(self.talkDelay.message)
                    self.talkDelay.time = nil
                    self.talkDelay.message = nil
                end
            end

            if(self:processModuleCallback(CALLBACK_ONTHINK)) then
                if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                    for pos, focus in pairs(self.focuses) do
                        if(focus ~= nil) then
                            if(not self:isInRange(focus)) then
                                self:onWalkAway(focus)
                            elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
                                self:unGreet(focus)
                            else
                                self:updateFocus()
                            end
                        end
                    end
                elseif(self.focuses ~= 0) then
                    if(not self:isInRange(self.focuses)) then
                        self:onWalkAway(self.focuses)
                    elseif(os.time()-self.talkStart > self.idleTime) then
                        self:unGreet(self.focuses)
                    else
                        self:updateFocus()
                    end
                end
            end
        end
    end

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

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

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

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

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

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        local distance = getDistanceBetween(getCreaturePosition(getNpcCid()), getCreaturePosition(cid))
        if(distance == -1) then
            return false
        end
 
        return (distance <= self.talkRadius)
    end

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

    -- Makes the npc represented by this instance of NpcHandler say something.
    --    This implements the currently set type of talkdelay.
    --    shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
    function NpcHandler:say(message, focus, shallDelay)
        local shallDelay = shallDelay or false
        if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
            if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                selfSay(message, focus)
                return
            else
                selfSay(message)
                return
            end
        end

        -- TODO: Add an event handling method for delayed messages
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            self.talkDelay[focus] = {
                message = message,
                time = os.time() + self.talkDelayTime,
            }
        else
            self.talkDelay = {
                message = message,
                time = os.time() + self.talkDelayTime
            }
        end
    end
end

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@henkas

 

replaces this

 



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

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

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

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

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

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

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

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

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

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 300,
        talkRadius = 3,
        talkDelayTime = 1, -- Seconds to delay outgoing messages.
        queue = nil,
        talkDelay = nil,
        callbackFunctions = nil,
        modules = nil,
        shopItems = nil, -- They must be here since ShopModule uses "static" functions
        messages = {
            -- These are the default replies of all npcs. They can/should be changed individually for each npc.
            [MESSAGE_GREET]     = 'Bem vindo, |PLAYERNAME|! Eu estive esperando voce!',
            [MESSAGE_FAREWELL]     = 'Adeus, |PLAYERNAME|!',
            [MESSAGE_BUY]         = 'Voce deseja comprar |ITEMCOUNT| |ITEMNAME| por |TOTALCOST| gold coins?',
            [MESSAGE_ONBUY]     = 'Adeus, volte quando quiser.',
            [MESSAGE_BOUGHT]     = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_SELL]         = 'Voce deseja vender |ITEMCOUNT| |ITEMNAME| por |TOTALCOST| gold coins?',
            [MESSAGE_ONSELL]     = 'Thank you for this |ITEMNAME|, |PLAYERNAME| gold.',
            [MESSAGE_SOLD]         = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_MISSINGMONEY]    = 'Desculpe, voce nćo tem nenhum dinheiro.',
            [MESSAGE_NEEDMONEY]     = 'Voce nćo tem dinheiro suficiente.',
            [MESSAGE_MISSINGITEM]     = 'You don\'t even have that item, |PLAYERNAME|!',
            [MESSAGE_NEEDITEM]    = 'Voce nćo tem este objeto.',
            [MESSAGE_NEEDSPACE]    = 'Voce nćo tem cap suficiente.',
            [MESSAGE_NEEDMORESPACE]    = 'Voce nćo tem capacidade para todos os itens.',
            [MESSAGE_IDLETIMEOUT]     = 'Próximo, por favor!',
            [MESSAGE_WALKAWAY]     = 'Hmph!',
            [MESSAGE_DECLINE]    = 'Not good enough, is it... ?',
            [MESSAGE_SENDTRADE]    = 'Here is my offer, |PLAYERNAME|. Dont you like it?',
            [MESSAGE_NOSHOP]    = 'Desculpe, eu nćo comercializo nada.',
            [MESSAGE_ONCLOSESHOP]    = 'Obrigado, volte sempre que precisar.',
            [MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! Jį estou falando com voce...',
            [MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
        }
    }

    -- Creates a new NpcHandler with an empty callbackFunction stack.
    function NpcHandler:new(keywordHandler)
        local obj = {}
        obj.callbackFunctions = {}
        obj.modules = {}
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            obj.focuses = {}
            obj.talkStart = {}
        else
            obj.queue = Queue:new(obj)
            obj.focuses = 0
            obj.talkStart = 0
        end
        obj.talkDelay = {}
        obj.keywordHandler = keywordHandler
        obj.messages = {}
        obj.shopItems = {}

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

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

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

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

    -- Function used to change the focus of this npc.
    function NpcHandler:addFocus(newFocus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            if(self:isFocused(newFocus)) then
                return
            end

            table.insert(self.focuses, newFocus)
        else
            self.focuses = newFocus
        end

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

    -- Function used to verify if npc is focused to certain player
    function NpcHandler:isFocused(focus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            for k,v in pairs(self.focuses) do
                if v == focus then
                    return true
                end
            end

            return false
        end

        return (self.focuses == focus)
    end

    -- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
    --    Should also be called whenever a new player is focused.
    function NpcHandler:updateFocus()
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            for pos, focus in pairs(self.focuses) do
                if(focus ~= nil) then
                    doNpcSetCreatureFocus(focus)
                    return
                end
            end

            doNpcSetCreatureFocus(0)
        else
            doNpcSetCreatureFocus(self.focuses)
        end
    end

    -- Used when the npc should un-focus the player.
    function NpcHandler:releaseFocus(focus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            if(not self:isFocused(focus)) then
                return
            end

            local pos = nil
            for k,v in pairs(self.focuses) do
                if v == focus then
                    pos = k
                end
            end
            table.remove(self.focuses, pos)
            self.talkStart[focus] = nil
            closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
            self:updateFocus()
        else
            closeShopWindow(focus)
            self:changeFocus(0)
        end
    end

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

        return ret
    end

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

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

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

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

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

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

        return ret
    end

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

        return ret
    end

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

    -- Translates all message tags found in msg using parseInfo
    function NpcHandler:parseMessage(msg, parseInfo)
        local ret = msg
        for search, replace in pairs(parseInfo) do
            ret = string.gsub(ret, search, replace)
        end

        return ret
    end

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

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

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

    -- Greets a new player.
    function NpcHandler:greet(cid)
        if(cid ~= 0) then
            local callback = self:getCallback(CALLBACK_GREET)
            if(callback == nil or callback(cid)) then
                if(self:processModuleCallback(CALLBACK_GREET, cid)) then
                    local msg = self:getMessage(MESSAGE_GREET)
                    local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
                    msg = self:parseMessage(msg, parseInfo)
                    if #msg >= 1 then
                       selfSay(msg, cid)--alterado v1.4
                       --self:say(msg)
                    else
                    end
                    self:addFocus(cid)
                end
            end
        end
    end

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

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

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

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

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

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

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

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

    -- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
    function NpcHandler:onThink()
        local callback = self:getCallback(CALLBACK_ONTHINK)
        if(callback == nil or callback()) then
            if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
                if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                    for cid, talkDelay in pairs(self.talkDelay) do
                        if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
                            selfSay(talkDelay.message, cid)
                            self.talkDelay[cid] = nil
                        end
                    end
                elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
                    selfSay(self.talkDelay.message)
                    self.talkDelay.time = nil
                    self.talkDelay.message = nil
                end
            end

            if(self:processModuleCallback(CALLBACK_ONTHINK)) then
                if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                    for pos, focus in pairs(self.focuses) do
                        if(focus ~= nil) then
                            if(not self:isInRange(focus)) then
                                self:onWalkAway(focus)
                            elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
                                self:unGreet(focus)
                            else
                                self:updateFocus()
                            end
                        end
                    end
                elseif(self.focuses ~= 0) then
                    if(not self:isInRange(self.focuses)) then
                        self:onWalkAway(self.focuses)
                    elseif(os.time()-self.talkStart > self.idleTime) then
                        self:unGreet(self.focuses)
                    else
                        self:updateFocus()
                    end
                end
            end
        end
    end

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

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

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

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

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

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        local distance = getDistanceBetween(getCreaturePosition(getNpcCid()), getCreaturePosition(cid))
        if(distance == -1) then
            return false
        end
 
        return (distance <= self.talkRadius)
    end

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

    -- Makes the npc represented by this instance of NpcHandler say something.
    --    This implements the currently set type of talkdelay.
    --    shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
    function NpcHandler:say(message, focus, shallDelay)
        local shallDelay = shallDelay or false
        if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
            if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                selfSay(message, focus)
                return
            else
                selfSay(message)
                return
            end
        end

        -- TODO: Add an event handling method for delayed messages
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            self.talkDelay[focus] = {
                message = message,
                time = os.time() + self.talkDelayTime,
            }
        else
            self.talkDelay = {
                message = message,
                time = os.time() + self.talkDelayTime
            }
        end
    end
end

 

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3 minutes ago, gabrielzika said:

@henkas

 

replaces this

 

 

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

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

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

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

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

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

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

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

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

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 300,
        talkRadius = 3,
        talkDelayTime = 1, -- Seconds to delay outgoing messages.
        queue = nil,
        talkDelay = nil,
        callbackFunctions = nil,
        modules = nil,
        shopItems = nil, -- They must be here since ShopModule uses "static" functions
        messages = {
            -- These are the default replies of all npcs. They can/should be changed individually for each npc.
            [MESSAGE_GREET]     = 'Bem vindo, |PLAYERNAME|! Eu estive esperando voce!',
            [MESSAGE_FAREWELL]     = 'Adeus, |PLAYERNAME|!',
            [MESSAGE_BUY]         = 'Voce deseja comprar |ITEMCOUNT| |ITEMNAME| por |TOTALCOST| gold coins?',
            [MESSAGE_ONBUY]     = 'Adeus, volte quando quiser.',
            [MESSAGE_BOUGHT]     = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_SELL]         = 'Voce deseja vender |ITEMCOUNT| |ITEMNAME| por |TOTALCOST| gold coins?',
            [MESSAGE_ONSELL]     = 'Thank you for this |ITEMNAME|, |PLAYERNAME| gold.',
            [MESSAGE_SOLD]         = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_MISSINGMONEY]    = 'Desculpe, voce nćo tem nenhum dinheiro.',
            [MESSAGE_NEEDMONEY]     = 'Voce nćo tem dinheiro suficiente.',
            [MESSAGE_MISSINGITEM]     = 'You don\'t even have that item, |PLAYERNAME|!',
            [MESSAGE_NEEDITEM]    = 'Voce nćo tem este objeto.',
            [MESSAGE_NEEDSPACE]    = 'Voce nćo tem cap suficiente.',
            [MESSAGE_NEEDMORESPACE]    = 'Voce nćo tem capacidade para todos os itens.',
            [MESSAGE_IDLETIMEOUT]     = 'Próximo, por favor!',
            [MESSAGE_WALKAWAY]     = 'Hmph!',
            [MESSAGE_DECLINE]    = 'Not good enough, is it... ?',
            [MESSAGE_SENDTRADE]    = 'Here is my offer, |PLAYERNAME|. Dont you like it?',
            [MESSAGE_NOSHOP]    = 'Desculpe, eu nćo comercializo nada.',
            [MESSAGE_ONCLOSESHOP]    = 'Obrigado, volte sempre que precisar.',
            [MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! Jį estou falando com voce...',
            [MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
        }
    }

    -- Creates a new NpcHandler with an empty callbackFunction stack.
    function NpcHandler:new(keywordHandler)
        local obj = {}
        obj.callbackFunctions = {}
        obj.modules = {}
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            obj.focuses = {}
            obj.talkStart = {}
        else
            obj.queue = Queue:new(obj)
            obj.focuses = 0
            obj.talkStart = 0
        end
        obj.talkDelay = {}
        obj.keywordHandler = keywordHandler
        obj.messages = {}
        obj.shopItems = {}

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

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

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

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

    -- Function used to change the focus of this npc.
    function NpcHandler:addFocus(newFocus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            if(self:isFocused(newFocus)) then
                return
            end

            table.insert(self.focuses, newFocus)
        else
            self.focuses = newFocus
        end

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

    -- Function used to verify if npc is focused to certain player
    function NpcHandler:isFocused(focus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            for k,v in pairs(self.focuses) do
                if v == focus then
                    return true
                end
            end

            return false
        end

        return (self.focuses == focus)
    end

    -- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
    --    Should also be called whenever a new player is focused.
    function NpcHandler:updateFocus()
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            for pos, focus in pairs(self.focuses) do
                if(focus ~= nil) then
                    doNpcSetCreatureFocus(focus)
                    return
                end
            end

            doNpcSetCreatureFocus(0)
        else
            doNpcSetCreatureFocus(self.focuses)
        end
    end

    -- Used when the npc should un-focus the player.
    function NpcHandler:releaseFocus(focus)
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            if(not self:isFocused(focus)) then
                return
            end

            local pos = nil
            for k,v in pairs(self.focuses) do
                if v == focus then
                    pos = k
                end
            end
            table.remove(self.focuses, pos)
            self.talkStart[focus] = nil
            closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
            self:updateFocus()
        else
            closeShopWindow(focus)
            self:changeFocus(0)
        end
    end

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

        return ret
    end

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

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

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

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

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

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

        return ret
    end

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

        return ret
    end

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

    -- Translates all message tags found in msg using parseInfo
    function NpcHandler:parseMessage(msg, parseInfo)
        local ret = msg
        for search, replace in pairs(parseInfo) do
            ret = string.gsub(ret, search, replace)
        end

        return ret
    end

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

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

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

    -- Greets a new player.
    function NpcHandler:greet(cid)
        if(cid ~= 0) then
            local callback = self:getCallback(CALLBACK_GREET)
            if(callback == nil or callback(cid)) then
                if(self:processModuleCallback(CALLBACK_GREET, cid)) then
                    local msg = self:getMessage(MESSAGE_GREET)
                    local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
                    msg = self:parseMessage(msg, parseInfo)
                    if #msg >= 1 then
                       selfSay(msg, cid)--alterado v1.4
                       --self:say(msg)
                    else
                    end
                    self:addFocus(cid)
                end
            end
        end
    end

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

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

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

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

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

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

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

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

    -- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
    function NpcHandler:onThink()
        local callback = self:getCallback(CALLBACK_ONTHINK)
        if(callback == nil or callback()) then
            if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
                if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                    for cid, talkDelay in pairs(self.talkDelay) do
                        if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
                            selfSay(talkDelay.message, cid)
                            self.talkDelay[cid] = nil
                        end
                    end
                elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
                    selfSay(self.talkDelay.message)
                    self.talkDelay.time = nil
                    self.talkDelay.message = nil
                end
            end

            if(self:processModuleCallback(CALLBACK_ONTHINK)) then
                if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                    for pos, focus in pairs(self.focuses) do
                        if(focus ~= nil) then
                            if(not self:isInRange(focus)) then
                                self:onWalkAway(focus)
                            elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
                                self:unGreet(focus)
                            else
                                self:updateFocus()
                            end
                        end
                    end
                elseif(self.focuses ~= 0) then
                    if(not self:isInRange(self.focuses)) then
                        self:onWalkAway(self.focuses)
                    elseif(os.time()-self.talkStart > self.idleTime) then
                        self:unGreet(self.focuses)
                    else
                        self:updateFocus()
                    end
                end
            end
        end
    end

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

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

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

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

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

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        local distance = getDistanceBetween(getCreaturePosition(getNpcCid()), getCreaturePosition(cid))
        if(distance == -1) then
            return false
        end
 
        return (distance <= self.talkRadius)
    end

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

    -- Makes the npc represented by this instance of NpcHandler say something.
    --    This implements the currently set type of talkdelay.
    --    shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
    function NpcHandler:say(message, focus, shallDelay)
        local shallDelay = shallDelay or false
        if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
            if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
                selfSay(message, focus)
                return
            else
                selfSay(message)
                return
            end
        end

        -- TODO: Add an event handling method for delayed messages
        if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
            self.talkDelay[focus] = {
                message = message,
                time = os.time() + self.talkDelayTime,
            }
        else
            self.talkDelay = {
                message = message,
                time = os.time() + self.talkDelayTime
            }
        end
    end
end
 

 

 

 

Omg dude you're a GOD! It works, thanks you so much :)

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good luck with your server! stay with God ^^

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