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alexmoretoni

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  1. poderia me orientar onde insiro o codigo?
  2. Estou com o mesmo problema. Alguem encontrou a solução?
  3. Tem que criar varios arquivos?
  4. Ola, Estou tentando trocar a cor do broadcast do servidor que esta em vermelho dificultando a leitura. Alguem poderia me dar uma luz de como faço para sair em branco a mensagem? Segue o codigo, TFS 1.0 COD function onSay(cid, words, param) if not getPlayerFlagValue(cid, PlayerFlag_CanBroadcast) then return true end local player = Player(cid) print("> " .. player:getName() .. " broadcasted: \"" .. param .. "\".") for _, tmpPlayer in ipairs(Game.getPlayers()) do tmpPlayer:channelSay(player, TALKTYPE_BROADCAST, param, 3) end return false end
  5. Os que tinha não funciounou, mas obrigado.
  6. Boa noite pessoal, Estou aqui me batendo para colocar uma area/passagem apenas para acesso premy, Alguem poderia me dar uma luz para essa função? procurei bastante para tfs 1.0 e não achei nada compativel.
  7. Entendi, eu imaginava que não existia porem não achei um biblioteca com as funções da tfs 1.0. Você poderia me ajudar nessa função? ( adicione em sua rev, ou faça algo com com afunção onGainexperience x2 setando o tempo por storage, simples.) Complicado para um leigo no assunto ;x
  8. Boa tarde, Estou tentando programar um item para multiplicar a EXP por um tempo programado e sumir ao usar porem ja testei mais de 10 scripts e todos geram um erro parecido, indiferente do script gera erro na doPlayerSetExperienceRate. SCRIPT: http://pastebin.com/p3d2wjqH ERRO Lua Script Error: [Action Interface] data/actions/scripts/other/exp.lua:onUse data/actions/scripts/other/exp.lua:9: attempt to call global 'doPlayerSetExperienceRate' (a nil value) stack traceback: [C]: in function 'doPlayerSetExperienceRate' data/actions/scripts/other/exp.lua:9: in function
  9. Opa vlw, Bom ele vive conflitando com alguns NPCs, npchandler.lua http://pastebin.com/viQrwUap default.lua http://pastebin.com/W4LHs6qN As vezes da o mesmo erro com outros NPC e o que eles tem em comum é que o erro sempre acontece envolvendo o npchandler.lua
  10. Sempre que que um Player fala com um NPC gera um erro e o NPC não encerra a converssa, fica falando sem para God Bye, God Bye, God Bye,God Bye constantemente. Todos os NPC do game estão dessa maneira, falo com ele eles vão ficar falando God Bye até a morte. Lua Script Error: [Npc interface] data/npc/scripts/default.lua:onThink data/npc/lib/npcsystem/npchandler.lua:178: bad argument #1 to 'remove' (position out of bounds) stack traceback: [C]: in ? [C]: in function 'remove' data/npc/lib/npcsystem/npchandler.lua:178: in function 'releaseFocus' data/npc/lib/npcsystem/npchandler.lua:552: in function 'onWalkAway' data/npc/lib/npcsystem/npchandler.lua:496: in function 'onThink' data/npc/scripts/default.lua:8: in function Alguem poderia me dar uma luz de como resolver?
  11. Entendo, Sabe me dizer como corrijo o problema, sofro bastante com esse erro se eu aprender a corrigir um ja consigo acertar o restando dos Bugs. venho sofrendo de mais no o npchandler... segue mais um que tem aparecido... data/npc/lib/npcsystem/npchandler.lua:178: in function 'releaseFocus' data/npc/lib/npcsystem/npchandler.lua:552: in function 'onWalkAway' data/npc/lib/npcsystem/npchandler.lua:496: in function 'onThink' data/npc/scripts/default.lua:8: in function
  12. Boa tarde galera, Venho sofrendo poucos erros em meu OT e a grande maioria vem a mesma mensagem attempt to index local 'tile' (a nil value) Alguem poderia me dar uma luz como posso estar resolvendo por conta própria? Lua Script Error: [Action Interface] data/actions/scripts/tools/rope.lua:onUse data/actions/scripts/tools/rope.lua:10: attempt to index local 'tile' (a nil value) stack traceback: [C]: in function '__index' data/actions/scripts/tools/rope.lua:10: in function
  13. Bom, começou a aparecer esse erro novamente com o NPCHANDLER, Poderia me orientar onde esta o erro para localizar o problema amigão?? KRAZUK.LUA http://pastebin.com/E03JYxg8 NPCHANDLER.LUA http://pastebin.com/viQrwUap ERRO Lua Script Error: [Npc interface] data/npc/scripts/Emperor Kruzak.lua:onCreatureSay data/npc/scripts/Emperor Kruzak.lua:19: attempt to index global 'Topic' (a nil value) stack traceback: [C]: in function '__newindex' data/npc/scripts/Emperor Kruzak.lua:19: in function 'callback' data/npc/lib/npcsystem/npchandler.lua:410: in function 'onCreatureSay' data/npc/scripts/Emperor Kruzak.lua:8: in function
  14. Bom, começou a aparecer esse erro novamente com o NPCHANDLER, Poderia me orientar onde esta o erro para localizar o problema amigão?? KRAZUK.LUA http://pastebin.com/E03JYxg8 NPCHANDLER.LUA http://pastebin.com/viQrwUap ERRO Lua Script Error: [Npc interface] data/npc/scripts/Emperor Kruzak.lua:onCreatureSay data/npc/scripts/Emperor Kruzak.lua:19: attempt to index global 'Topic' (a nil value) stack traceback: [C]: in function '__newindex' data/npc/scripts/Emperor Kruzak.lua:19: in function 'callback' data/npc/lib/npcsystem/npchandler.lua:410: in function 'onCreatureSay' data/npc/scripts/Emperor Kruzak.lua:8: in function
  15. Estou usando o que veio na compilação, TFS 1.0 - 10.82 http://pastebin.com/bhDxzRaZ
  16. Meu painel de logs recebe constantemente a mensagem a baixo, estou usando TFS 1.0 10.82 direto do painel da OTPANEL (thornia) Alguem poderia fornecer uma sugestão? Lua Script Error: [Npc interface] data/npc/scripts/default.lua:onCreatureSay data/npc/lib/npcsystem/npchandler.lua:394: attempt to index local 'creature' (a number value) stack traceback: [C]: in function '__index' data/npc/lib/npcsystem/npchandler.lua:394: in function 'onCreatureSay' data/npc/scripts/default.lua:7: in function -- Advanced NPC System by Jiddo if NpcHandler == nil then -- Constant talkdelay behaviors. TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly. TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default) TALKDELAY_EVENT = 2 -- Not yet implemented -- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default. NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK -- Constant indexes for defining default messages. MESSAGE_GREET = 1 -- When the player greets the npc. MESSAGE_FAREWELL = 2 -- When the player unGreets the npc. MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something. MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk. MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window. MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something. MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk. MESSAGE_SOLD = 8 -- When the player sold something through the shop window. MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money. MESSAGE_NEEDMONEY = 10 -- Same as above, used for shop window. MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have. MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window. MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows. MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc. MESSAGE_DECLINE = 17 -- When the player says no to something. MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc. MESSAGE_WALKAWAY_MALE = 22 -- When a male player walks out of the talkRadius of the npc. MESSAGE_WALKAWAY_FEMALE = 23 -- When a female player walks out of the talkRadius of the npc. -- Constant indexes for callback functions. These are also used for module callback ids. CALLBACK_CREATURE_APPEAR = 1 CALLBACK_CREATURE_DISAPPEAR = 2 CALLBACK_CREATURE_SAY = 3 CALLBACK_ONTHINK = 4 CALLBACK_GREET = 5 CALLBACK_FAREWELL = 6 CALLBACK_MESSAGE_DEFAULT = 7 CALLBACK_PLAYER_ENDTRADE = 8 CALLBACK_PLAYER_CLOSECHANNEL = 9 CALLBACK_ONBUY = 10 CALLBACK_ONSELL = 11 CALLBACK_ONADDFOCUS = 18 CALLBACK_ONRELEASEFOCUS = 19 CALLBACK_ONTRADEREQUEST = 20 -- Addidional module callback ids CALLBACK_MODULE_INIT = 12 CALLBACK_MODULE_RESET = 13 -- Constant strings defining the keywords to replace in the default messages. TAG_PLAYERNAME = "|PLAYERNAME|" TAG_ITEMCOUNT = "|ITEMCOUNT|" TAG_TOTALCOST = "|TOTALCOST|" TAG_ITEMNAME = "|ITEMNAME|" NpcHandler = { keywordHandler = nil, focuses = nil, talkStart = nil, idleTime = 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 k,v in pairs(self.focuses) do if v == focus then return true end end return false end -- This function should be called on each onThink and makes sure the npc faces the player it is talking to. -- Should also be called whenever a new player is focused. function NpcHandler:updateFocus() for pos, focus in pairs(self.focuses) do if focus ~= nil then doNpcSetCreatureFocus(focus) return end end doNpcSetCreatureFocus(0) end -- Used when the npc should un-focus the player. function NpcHandler:releaseFocus(focus) if shop_cost[focus] ~= nil then table.remove(shop_amount, focus) table.remove(shop_cost, focus) table.remove(shop_rlname, focus) table.remove(shop_itemid, focus) table.remove(shop_container, focus) table.remove(shop_npcuid, focus) table.remove(shop_eventtype, focus) table.remove(shop_subtype, focus) table.remove(shop_destination, focus) table.remove(shop_premium, focus) end if self.eventDelayedSay[focus] then self:cancelNPCTalk(self.eventDelayedSay[focus]) end if not self:isFocused(focus) then return end local pos = nil for k,v in pairs(self.focuses) do if v == focus then pos = k end end table.remove(self.focuses, pos) self.eventSay[focus] = nil self.eventDelayedSay[focus] = nil self.talkStart[focus] = nil self.topic[focus] = nil local callback = self:getCallback(CALLBACK_ONRELEASEFOCUS) if callback == nil or callback(focus) then self:processModuleCallback(CALLBACK_ONRELEASEFOCUS, focus) end if 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 i, module in pairs(self.modules) do local tmpRet = true if id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil then tmpRet = module:callbackOnCreatureAppear(...) elseif id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil then tmpRet = module:callbackOnCreatureDisappear(...) elseif id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil then tmpRet = module:callbackOnCreatureSay(...) elseif id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil then tmpRet = module:callbackOnPlayerEndTrade(...) elseif id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil then tmpRet = module:callbackOnPlayerCloseChannel(...) elseif id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil then tmpRet = module:callbackOnBuy(...) elseif id == CALLBACK_ONSELL and module.callbackOnSell ~= nil then tmpRet = module:callbackOnSell(...) elseif id == CALLBACK_ONTRADEREQUEST and module.callbackOnTradeRequest ~= nil then tmpRet = module:callbackOnTradeRequest(...) elseif id == CALLBACK_ONADDFOCUS and module.callbackOnAddFocus ~= nil then tmpRet = module:callbackOnAddFocus(...) elseif id == CALLBACK_ONRELEASEFOCUS and module.callbackOnReleaseFocus ~= nil then tmpRet = module:callbackOnReleaseFocus(...) elseif id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil then tmpRet = module:callbackOnThink(...) elseif id == CALLBACK_GREET and module.callbackOnGreet ~= nil then tmpRet = module:callbackOnGreet(...) elseif id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil then tmpRet = module:callbackOnFarewell(...) elseif id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil then tmpRet = module:callbackOnMessageDefault(...) elseif id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil then tmpRet = module:callbackOnModuleReset(...) end if not tmpRet then ret = false break end end return ret end -- Returns the message represented by id. function NpcHandler:getMessage(id) local ret = nil if self.messages ~= nil then ret = self.messages[id] end return ret end -- Changes the default response message with the specified id to newMessage. function NpcHandler:setMessage(id, newMessage) if self.messages ~= nil then self.messages[id] = newMessage end end -- Translates all message tags found in msg using parseInfo function NpcHandler:parseMessage(msg, parseInfo) local ret = msg for search, replace in pairs(parseInfo) do ret = string.gsub(ret, search, replace) end return ret end -- Makes sure the npc un-focuses the currently focused player function NpcHandler:unGreet(cid) if not self:isFocused(cid) then return end local callback = self:getCallback(CALLBACK_FAREWELL) if callback == nil or callback() then if self:processModuleCallback(CALLBACK_FAREWELL) then local msg = self:getMessage(MESSAGE_FAREWELL) local parseInfo = { [TAG_PLAYERNAME] = Player(cid):getName() } 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) 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] = Player(cid):getName() } 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:getId() if cid == getNpcCid() and next(self.shopItems) ~= nil then local npc = Npc() local speechBubble = npc:getSpeechBubble() if speechBubble == 3 then npc:setSpeechBubble(4) else npc:setSpeechBubble(2) end end local callback = self:getCallback(CALLBACK_CREATURE_APPEAR) if callback == nil or callback(cid) then if self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid) then -- end end end -- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback. function NpcHandler:onCreatureDisappear(creature) local cid = creature:getId() 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:getId() 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:getId() local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE) if callback == nil or callback(cid) then if self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid, msgtype, msg) then if self:isFocused(cid) then local parseInfo = { [TAG_PLAYERNAME] = Player(cid):getName() } 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:getId() 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:getId() 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:getId() local callback = self:getCallback(CALLBACK_ONSELL) if callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks) then if self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks) then -- end end end -- Handles onTradeRequest events. If you wish to handle this yourself, use the CALLBACK_ONTRADEREQUEST callback. function NpcHandler:onTradeRequest(cid) local callback = self:getCallback(CALLBACK_ONTRADEREQUEST) if callback == nil or callback(cid) then if self:processModuleCallback(CALLBACK_ONTRADEREQUEST, cid) then return true end end return false end -- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback. function NpcHandler:onThink() local callback = self:getCallback(CALLBACK_ONTHINK) if callback == nil or callback() then if NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK then for cid, talkDelay in pairs(self.talkDelay) do if talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time then selfSay(talkDelay.message, cid, talkDelay.publicize and true or false) self.talkDelay[cid] = nil end end end if self:processModuleCallback(CALLBACK_ONTHINK) then for pos, focus in pairs(self.focuses) do if focus ~= nil then if not self:isInRange(focus) then self:onWalkAway(focus) elseif self.talkStart[focus] ~= nil and (os.time() - self.talkStart[focus]) > self.idleTime then self:unGreet(focus) else self:updateFocus() end end end end end end -- Tries to greet the player with the given cid. function NpcHandler:onGreet(cid) if self:isInRange(cid) then if not self:isFocused(cid) then self:greet(cid) return end end end -- Simply calls the underlying unGreet function. function NpcHandler:onFarewell(cid) self:unGreet(cid) end -- Should be called on this npc's focus if the distance to focus is greater then talkRadius. function NpcHandler:onWalkAway(cid) if self:isFocused(cid) then local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR) if callback == nil or callback() then if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then local msg = self:getMessage(MESSAGE_WALKAWAY) local playerName = Player(cid):getName() if not playerName then playerName = -1 end local parseInfo = { [TAG_PLAYERNAME] = playerName } local message = self:parseMessage(msg, parseInfo) local msg_male = self:getMessage(MESSAGE_WALKAWAY_MALE) local message_male = self:parseMessage(msg_male, parseInfo) local msg_female = self:getMessage(MESSAGE_WALKAWAY_FEMALE) local message_female = self:parseMessage(msg_female, parseInfo) if message_female ~= message_male then if Player(cid):getSex() == 0 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 npc:say(message, TALKTYPE_PRIVATE_NP, false, player, npc:getPosition()) end end, self.talkDelayTime * 1000, Npc():getId(), message, focus) end end
  17. Boa tarde, Adquiri um plano para rodar seu Servidor Global 10.82 com a OTPANEL e coloquei no ar mas estou problemas para trabalhar o first itens MYSQL. Alguem poderia me dar um help?
  18. Pessoal, To com essa versão instalada la no OT-Panel mas não consigo de jeito nenhum adicionar os itens iniciais ao char. é possivel fazer nascer em alguma city já level 8? não consigo editar os itens iniciais nesta versão, pode me dar uma força?
  19. Onde a duvida foi retirada? Tenhoe xatamente o mesmo erro e não vi a resposta.
  20. Ao analisar varios foruns vejo que tenho a duvida de muitos usuarios. Comprei um VPS com um sistema operacional UBUNTO e estou com dificuldade para rodar o OTSERV nele, Seria possível o auxilio de alguem para colocar esse OT ONLINE, paguei 12 meses desse VPS quero liberar esse OT para a galera.

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