Postado Dezembro 18, 2021 3 anos .Qual servidor ou website você utiliza como base? tfs 1.2 Qual o motivo deste tópico? Eu estou tendo esse erro quando falo com o npc ,attempt to compare nil with number . esse é o arquivo do npc: Spoiler local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if player:getStorageValue(Storage.postman.Mission03) ~= 1 then return true end if msgcontains(msg, "bill") then if npcHandler.topic[cid] == 6 then npcHandler:say("A bill? Oh boy so you are delivering another bill to poor me?", cid) npcHandler.topic[cid] = 7 end elseif msgcontains(msg, "yes") then if npcHandler.topic[cid] == 7 then npcHandler:say("Ok, ok, I'll take it. I guess I have no other choice anyways. And now leave me alone in my misery please.", cid) npcHandler.topic[cid] = 0 player:setStorageValue(Storage.postman.Mission03, 2) end elseif msgcontains(msg, "hat") then if npcHandler.topic[cid] < 1 then npcHandler:say("Uh? What do you want?!", cid) npcHandler.topic[cid] = 2 elseif npcHandler.topic[cid] == 2 then npcHandler:say("What? My hat?? Theres... nothing special about it!", cid) npcHandler.topic[cid] = 3 elseif npcHandler.topic[cid] == 3 then npcHandler:say("Stop bugging me about that hat, do you listen?", cid) npcHandler.topic[cid] = 4 elseif npcHandler.topic[cid] == 4 then npcHandler:say("Hey! Don't touch that hat! Leave it alone!!! Don't do this!!!!", cid) npcHandler.topic[cid] = 5 elseif npcHandler.topic[cid] == 5 then for i = 1, 5 do Game.createMonster("Rabbit", Npc():getPosition()) end npcHandler:say("Noooooo! Argh, ok, ok, I guess I can't deny it anymore, I am David Brassacres, the magnificent, so what do you want?", cid) npcHandler.topic[cid] = 6 end end return true end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new()) esse é o meu npchandler.lua: Spoiler -- 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 conversation behaviors. CONVERSATION_DEFAULT = 1 -- Conversation through default window, like it was before 8.2 update. CONVERSATION_PRIVATE = 0 -- Conversation through NPCs chat window, as of 8.2 update. (Default) --Small Note: Private conversations also means the NPC will use multi-focus system. -- For OTClient I guess -- Currently applied conversation behavior. CONVERSATION_DEFAULT is default. NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT -- 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. MESSAGE_PLACEDINQUEUE = 24 -- 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 CALLBACK_ONADDFOCUS = 18 CALLBACK_ONRELEASEFOCUS = 19 CALLBACK_ONTRADEREQUEST = 20 -- Addidional module callback ids CALLBACK_MODULE_INIT = 12 CALLBACK_MODULE_RESET = 13 -- Constant strings defining the keywords to replace in the default messages. TAG_PLAYERNAME = "|PLAYERNAME|" TAG_ITEMCOUNT = "|ITEMCOUNT|" TAG_TOTALCOST = "|TOTALCOST|" TAG_ITEMNAME = "|ITEMNAME|" TAG_QUEUESIZE = "|QUEUESIZE|" TAG_TIME = "|TIME|" TAG_BLESSCOST = "|BLESSCOST|" TAG_TRAVELCOST = "|TRAVELCOST|" NpcHandler = { keywordHandler = nil, focuses = nil, talkStart = nil, idleTime = 60, 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, queue = 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.", [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.eventSay = {} obj.eventDelayedSay = {} obj.topic = {} 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 -- Attaches 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 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 else self.focuses = newFocus end self:updateFocus() end -- 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 shop_cost[focus] ~= nil then shop_amount[focus] = nil shop_cost[focus] = nil shop_rlname[focus] = nil shop_itemid[focus] = nil shop_container[focus] = nil shop_npcuid[focus] = nil shop_eventtype[focus] = nil shop_subtype[focus] = nil shop_destination[focus] = nil shop_premium[focus] = nil end if self.eventDelayedSay[focus] then self:cancelNPCTalk(self.eventDelayedSay[focus]) end if not self:isFocused(focus) then return end local pos = nil for k,v in pairs(self.focuses) do if v == focus then pos = k end end self.focuses[pos] = nil self.eventSay[focus] = nil self.eventDelayedSay[focus] = nil self.talkStart[focus] = nil self.topic[focus] = nil local callback = self:getCallback(CALLBACK_ONRELEASEFOCUS) if callback == nil or callback(focus) then self:processModuleCallback(CALLBACK_ONRELEASEFOCUS, focus) end if Player(focus) ~= nil then self:updateFocus() end else if Player(focus) ~= nil then self:updateFocus() end self:addFocus(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 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(cid) then if self:processModuleCallback(CALLBACK_FAREWELL, cid) then if(self.queue == nil or not self.queue:greetNext()) then local msg = self:getMessage(MESSAGE_FAREWELL) local player = Player(cid) local playerName = player and player:getName() or -1 local parseInfo = { [TAG_PLAYERNAME] = playerName } self:resetNpc(cid) msg = self:parseMessage(msg, parseInfo) self:say(msg, cid, true) self:releaseFocus(cid) end end end end -- Greets a new player. function NpcHandler:greet(cid, message) if cid ~= 0 then local callback = self:getCallback(CALLBACK_GREET) if callback == nil or callback(cid, message) then if self:processModuleCallback(CALLBACK_GREET, cid) then local msg = self:getMessage(MESSAGE_GREET) local player = Player(cid) local playerName = player and player:getName() or -1 local parseInfo = { [TAG_PLAYERNAME] = playerName } msg = self:parseMessage(msg, parseInfo) self:say(msg, cid, true) else return end else return end end self:addFocus(cid) end -- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback. function NpcHandler:onCreatureAppear(creature) local cid = creature:getId() 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 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, msgtype, 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 onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback. function NpcHandler:onBuy(creature, itemid, subType, amount, inBackpacks) local cid = creature:getId() if cid:getStorageValue(Storage.ShopDelay) >= os.time() then return false end local callback = self:getCallback(CALLBACK_ONBUY) if callback == nil or callback(cid, itemid, subType, amount, inBackpacks) then if self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, inBackpacks) then cid:setStorageValue(Storage.ShopDelay, os.time() + 100) -- 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, inBackpacks) local cid = creature:getId() local callback = self:getCallback(CALLBACK_ONSELL) if callback == nil or callback(cid, itemid, subType, amount, inBackpacks) then if self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, 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 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, talkDelay.publicize and true or false) 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 elseif((os.time() - self.talkStart) > self.idleTime) then if self.queue:greetNext() then self.talkStart = self.talkStart + self.idleTime else self:unGreet(self.focuses) end else self:updateFocus() end end end end end -- Tries to greet the player with the given cid. function NpcHandler:onGreet(cid, message) if self:isInRange(cid) then if(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then if not self:isFocused(cid) then self:greet(cid, message) return end elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) then if(self.focuses == 0) then self:greet(cid, message) 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, message) 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 player = Player(cid) local playerName = player and player:getName() or -1 local playerSex = player and player:getSex() or 0 local parseInfo = { [TAG_PLAYERNAME] = playerName } local message = self:parseMessage(msg, parseInfo) local msg_male = self:getMessage(MESSAGE_WALKAWAY_MALE) local message_male = self:parseMessage(msg_male, parseInfo) local msg_female = self:getMessage(MESSAGE_WALKAWAY_FEMALE) local message_female = self:parseMessage(msg_female, parseInfo) if message_female ~= message_male then if playerSex == PLAYERSEX_FEMALE then selfSay(message_female) else selfSay(message_male) end elseif message ~= "" then selfSay(message) end self:resetNpc(cid) self:releaseFocus(cid) end end end end 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_SAY, ((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 if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then selfSay(message, focus, publicize and true or false) return else selfSay(message) return end end if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then self.talkDelay[focus] = { message = message, time = os.time() + self.talkDelayTime, publicize = publicize } else self.talkDelay = { message = message, time = os.time() + self.talkDelayTime } end end end Editado Dezembro 18, 2021 3 anos por manigold (veja o histórico de edições)
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