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.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
 

 

npc erro.png

Editado por manigold (veja o histórico de edições)

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