Ir para conteúdo

Featured Replies

Postado
58 minutos atrás, Enzo Caue disse:

Eu não conheço nenum npc chamado Templarium. Você criou este npc?

As novas potions precisam ser adicionadas assim como todos os novos items.

sim eu que criei porem nenhum dos outros npcs tbm respondem, mesmo os que ja existem no global

OldTaboos24hpor48h.com Inauguração DOMONIGO as 18:00 | 18/03/2018 | Stages | Custom Map |VENHA SER TOP TABOOS!

  • Respostas 3.6k
  • Visualizações 574.5k
  • Created
  • Última resposta

Top Posters In This Topic

Most Popular Posts

  • as quest que nos outros algumas são bugadas nesse não são, e uns detalhes baixe olhe e veja você mesmo. ja esta no topico, printer nao tem wote, warzone e bugada falta subsolo de gray nao tem, Chaye

  • galera que tiver tendo problemas me der REP+ que resolvo todos os problemas de voces. tenho esse servidor ai 100% site + servidor, com base do maluco totalmente sem bug

  • U.U eu to enganado ou esse e meu distro??

Posted Images

Postado
Agora, kinglekke disse:

sim eu que criei porem nenhum dos outros npcs tbm respondem, mesmo os que ja existem no global

Você editou algo além dos npcs? Alguma dos scripts da pasta npcs/lib ou até mesmo data/lib ?

Postado
Agora, Enzo Caue disse:

Você editou algo além dos npcs? Alguma dos scripts da pasta npcs/lib ou até mesmo data/lib ?

nada só mudei o mapa para um próprio e adicionei npcs, nao fiz nenhum alteração nos libs

OldTaboos24hpor48h.com Inauguração DOMONIGO as 18:00 | 18/03/2018 | Stages | Custom Map |VENHA SER TOP TABOOS!

Postado

esse e o npcchandler onde eu creio que esta dando o erro pois nao é apenas em um npc

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 indexes for defining default messages.
    MESSAGE_GREET = 1 -- When the player greets the npc.
    MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.
    MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.
    MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk.
    MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.
    MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something.
    MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk.
    MESSAGE_SOLD = 8 -- When the player sold something through the shop window.
    MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.
    MESSAGE_NEEDMONEY = 10 -- Same as above, used for shop window.
    MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have.
    MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.
    MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item
    MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space
    MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.
    MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.
    MESSAGE_DECLINE     = 17 -- When the player says no to something.
    MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player
    MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any
    MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window
    MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.
    MESSAGE_WALKAWAY_MALE = 22 -- When a male player walks out of the talkRadius of the npc.
    MESSAGE_WALKAWAY_FEMALE = 23 -- When a female player walks out of the talkRadius of the npc.

    -- Constant indexes for callback functions. These are also used for module callback ids.
    CALLBACK_CREATURE_APPEAR = 1
    CALLBACK_CREATURE_DISAPPEAR = 2
    CALLBACK_CREATURE_SAY = 3
    CALLBACK_ONTHINK = 4
    CALLBACK_GREET = 5
    CALLBACK_FAREWELL = 6
    CALLBACK_MESSAGE_DEFAULT = 7
    CALLBACK_PLAYER_ENDTRADE = 8
    CALLBACK_PLAYER_CLOSECHANNEL = 9
    CALLBACK_ONBUY = 10
    CALLBACK_ONSELL = 11
    CALLBACK_ONADDFOCUS = 18
    CALLBACK_ONRELEASEFOCUS = 19
    CALLBACK_ONTRADEREQUEST = 20

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

    -- Constant strings defining the keywords to replace in the default messages.
    TAG_PLAYERNAME = "|PLAYERNAME|"
    TAG_ITEMCOUNT = "|ITEMCOUNT|"
    TAG_TOTALCOST = "|TOTALCOST|"
    TAG_ITEMNAME = "|ITEMNAME|"
    TAG_TIME = "|TIME|"
    TAG_BLESSCOST = "|BLESSCOST|"
    TAG_PVPBLESSCOST = "|PVPBLESSCOST|"
    TAG_TRAVELCOST = "|TRAVELCOST|"

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 120,
        talkRadius = 3,
        talkDelayTime = 1, -- Seconds to delay outgoing messages.
        talkDelay = nil,
        callbackFunctions = nil,
        modules = nil,
        shopItems = nil, -- They must be here since ShopModule uses 'static' functions
        eventSay = nil,
        eventDelayedSay = nil,
        topic = nil,
        messages = {
            -- These are the default replies of all npcs. They can/should be changed individually for each npc.
            [MESSAGE_GREET] = "Greetings, |PLAYERNAME|.",
            [MESSAGE_FAREWELL] = "Good bye, |PLAYERNAME|.",
            [MESSAGE_BUY] = "Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
            [MESSAGE_ONBUY] = "Here you are.",
            [MESSAGE_BOUGHT] = "Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
            [MESSAGE_SELL] = "Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?",
            [MESSAGE_ONSELL] = "Here you are, |TOTALCOST| gold.",
            [MESSAGE_SOLD] = "Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.",
            [MESSAGE_MISSINGMONEY] = "You don't have enough money.",
            [MESSAGE_NEEDMONEY] = "You don't have enough money.",
            [MESSAGE_MISSINGITEM] = "You don't have so many.",
            [MESSAGE_NEEDITEM] = "You do not have this object.",
            [MESSAGE_NEEDSPACE] = "You do not have enough capacity.",
            [MESSAGE_NEEDMORESPACE] = "You do not have enough capacity for all items.",
            [MESSAGE_IDLETIMEOUT] = "Good bye.",
            [MESSAGE_WALKAWAY] = "Good bye.",
            [MESSAGE_DECLINE] = "Then not.",
            [MESSAGE_SENDTRADE] = "Of course, just browse through my wares.",
            [MESSAGE_NOSHOP] = "Sorry, I'm not offering anything.",
            [MESSAGE_ONCLOSESHOP] = "Thank you, come back whenever you're in need of something else.",
            [MESSAGE_ALREADYFOCUSED] = "|PLAYERNAME|, I am already talking to you.",
            [MESSAGE_WALKAWAY_MALE] = "Good bye.",
            [MESSAGE_WALKAWAY_FEMALE] = "Good bye."
        }
    }

    -- Creates a new NpcHandler with an empty callbackFunction stack.
    function NpcHandler:new(keywordHandler)
        local obj = {}
        obj.callbackFunctions = {}
        obj.modules = {}
        obj.eventSay = {}
        obj.eventDelayedSay = {}
        obj.topic = {}
        obj.focuses = {}
        obj.talkStart = {}
        obj.talkDelay = {}
        obj.keywordHandler = keywordHandler
        obj.messages = {}
        obj.shopItems = {}

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

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

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

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

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

        self.focuses[#self.focuses + 1] = newFocus
        self.topic[newFocus] = 0
        local callback = self:getCallback(CALLBACK_ONADDFOCUS)
        if callback == nil or callback(newFocus) then
            self:processModuleCallback(CALLBACK_ONADDFOCUS, newFocus)
        end
        self:updateFocus()
    end

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

    -- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
    --    Should also be called whenever a new player is focused.
    function NpcHandler:updateFocus()
        for _, focus in pairs(self.focuses) do
            if focus ~= nil then
                doNpcSetCreatureFocus(focus)
                return
            end
        end
        doNpcSetCreatureFocus(0)
    end

    -- Used when the npc should un-focus the player.
    function NpcHandler:releaseFocus(focus)
        if shop_cost[focus] ~= nil then
            shop_amount[focus] = nil
            shop_cost[focus] = nil
            shop_rlname[focus] = nil
            shop_itemid[focus] = nil
            shop_container[focus] = nil
            shop_npcuid[focus] = nil
            shop_eventtype[focus] = nil
            shop_subtype[focus] = nil
            shop_destination[focus] = nil
            shop_premium[focus] = nil
        end

        if self.eventDelayedSay[focus] then
            self:cancelNPCTalk(self.eventDelayedSay[focus])
        end

        if not self:isFocused(focus) then
            return
        end

        local pos = nil
        for k, v in pairs(self.focuses) do
            if v == focus then
                pos = k
            end
        end

        self.focuses[pos] = nil

        self.eventSay[focus] = nil
        self.eventDelayedSay[focus] = nil
        self.talkStart[focus] = nil
        self.topic[focus] = nil

        local callback = self:getCallback(CALLBACK_ONRELEASEFOCUS)
        if callback == nil or callback(focus) then
            self:processModuleCallback(CALLBACK_ONRELEASEFOCUS, focus)
        end

        if Player(focus) ~= nil then
            closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
            self:updateFocus()
        end
    end

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

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

    -- Adds a module to this npchandler and inits it.
    function NpcHandler:addModule(module)
        if self.modules ~= nil then
            self.modules[#self.modules + 1] = module
            module:init(self)
        end
    end

    -- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
    function NpcHandler:processModuleCallback(id, ...)
        local ret = true
        for _, module in pairs(self.modules) do
            local tmpRet = true
            if id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil then
                tmpRet = module:callbackOnCreatureAppear(...)
            elseif id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil then
                tmpRet = module:callbackOnCreatureDisappear(...)
            elseif id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil then
                tmpRet = module:callbackOnCreatureSay(...)
            elseif id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil then
                tmpRet = module:callbackOnPlayerEndTrade(...)
            elseif id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil then
                tmpRet = module:callbackOnPlayerCloseChannel(...)
            elseif id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil then
                tmpRet = module:callbackOnBuy(...)
            elseif id == CALLBACK_ONSELL and module.callbackOnSell ~= nil then
                tmpRet = module:callbackOnSell(...)
            elseif id == CALLBACK_ONTRADEREQUEST and module.callbackOnTradeRequest ~= nil then
                tmpRet = module:callbackOnTradeRequest(...)
            elseif id == CALLBACK_ONADDFOCUS and module.callbackOnAddFocus ~= nil then
                tmpRet = module:callbackOnAddFocus(...)
            elseif id == CALLBACK_ONRELEASEFOCUS and module.callbackOnReleaseFocus ~= nil then
                tmpRet = module:callbackOnReleaseFocus(...)
            elseif id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil then
                tmpRet = module:callbackOnThink(...)
            elseif id == CALLBACK_GREET and module.callbackOnGreet ~= nil then
                tmpRet = module:callbackOnGreet(...)
            elseif id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil then
                tmpRet = module:callbackOnFarewell(...)
            elseif id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil then
                tmpRet = module:callbackOnMessageDefault(...)
            elseif id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil then
                tmpRet = module:callbackOnModuleReset(...)
            end
            if not tmpRet then
                ret = false
                break
            end
        end
        return ret
    end

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

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

    -- Translates all message tags found in msg using parseInfo
    function NpcHandler:parseMessage(msg, parseInfo)
        local ret = msg
        if type(ret) == 'string' then
            for search, replace in pairs(parseInfo) do
                ret = string.gsub(ret, search, replace)
            end
        else
            for i = 1, #ret do
                for search, replace in pairs(parseInfo) do
                    ret = string.gsub(ret, search, replace)
                end
            end
        end
        return ret
    end

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

        local callback = self:getCallback(CALLBACK_FAREWELL)
        if callback == nil or callback() then
            if self:processModuleCallback(CALLBACK_FAREWELL) then
                local msg = self:getMessage(MESSAGE_FAREWELL)
                local player = Player(cid)
                local playerName = player and player:getName() or -1
                local parseInfo = { [TAG_PLAYERNAME] = playerName }
                self:resetNpc(cid)
                msg = self:parseMessage(msg, parseInfo)
                self:say(msg, cid, true)
                self:releaseFocus(cid)
            end
        end
    end

    -- Greets a new player.
    function NpcHandler:greet(cid, message)
        if cid ~= 0 then
            local callback = self:getCallback(CALLBACK_GREET)
            if callback == nil or callback(cid, message) then
                if self:processModuleCallback(CALLBACK_GREET, cid) then
                    local msg = self:getMessage(MESSAGE_GREET)
                    local player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    msg = self:parseMessage(msg, parseInfo)
                    self:say(msg, cid, true)
                else
                    return
                end
            else
                return
            end
        end
        self:addFocus(cid)
    end

    -- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
    function NpcHandler:onCreatureAppear(creature)
        local cid = creature.uid
        if cid == getNpcCid() then
            local npc = Npc()
            if next(self.shopItems) then
                local speechBubble = npc:getSpeechBubble()
                if speechBubble == 3 then
                    npc:setSpeechBubble(4)
                else
                    npc:setSpeechBubble(2)
                end
            else
                if self:getMessage(MESSAGE_GREET) then
                    npc:setSpeechBubble(1)
                end
            end
        end

        local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
        if callback == nil or callback(cid) then
            if self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid) then
                --
            end
        end
    end

    -- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
    function NpcHandler:onCreatureDisappear(creature)
        local cid = creature.uid
        if getNpcCid() == cid then
            return
        end

        local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
        if callback == nil or callback(cid) then
            if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then
                if self:isFocused(cid) then
                    self:unGreet(cid)
                end
            end
        end
    end

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

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

    -- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
    function NpcHandler:onPlayerEndTrade(creature)
        local cid = creature.uid
        local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
        if callback == nil or callback(cid) then
            if self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid, msgtype, msg) then
                if self:isFocused(cid) then
                    local player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
                    self:say(msg, cid)
                end
            end
        end
    end

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

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

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

    -- Handles onTradeRequest events. If you wish to handle this yourself, use the CALLBACK_ONTRADEREQUEST callback.
    function NpcHandler:onTradeRequest(cid)
        local callback = self:getCallback(CALLBACK_ONTRADEREQUEST)
        if callback == nil or callback(cid) then
            if self:processModuleCallback(CALLBACK_ONTRADEREQUEST, cid) then
                return true
            end
        end
        return false
    end

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

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

    -- Tries to greet the player with the given cid.
    function NpcHandler:onGreet(cid, message)
        if self:isInRange(cid) then
            if not self:isFocused(cid) then
                self:greet(cid, message)
                return
            end
        end
    end

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

    -- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
    function NpcHandler:onWalkAway(cid)
        if self:isFocused(cid) then
            local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
            if callback == nil or callback() then
                if self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid) then
                    local msg = self:getMessage(MESSAGE_WALKAWAY)
                    local player = Player(cid)
                    local playerName = player and player:getName() or -1
                    local playerSex = player and player:getSex() or 0

                    local parseInfo = { [TAG_PLAYERNAME] = playerName }
                    local message = self:parseMessage(msg, parseInfo)

                    local msg_male = self:getMessage(MESSAGE_WALKAWAY_MALE)
                    local message_male = self:parseMessage(msg_male, parseInfo)
                    local msg_female = self:getMessage(MESSAGE_WALKAWAY_FEMALE)
                    local message_female = self:parseMessage(msg_female, parseInfo)
                    if message_female ~= message_male then
                        if playerSex == PLAYERSEX_FEMALE then
                            selfSay(message_female)
                        else
                            selfSay(message_male)
                        end
                    elseif message ~= "" then
                        selfSay(message)
                    end
                    self:resetNpc(cid)
                    self:releaseFocus(cid)
                end
            end
        end
    end

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        local distance = Player(cid) ~= nil and getDistanceTo(cid) or -1
        if distance == -1 then
            return false
        end

        return distance <= self.talkRadius
    end

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

    function NpcHandler:cancelNPCTalk(events)
        for aux = 1, #events do
            stopEvent(events[aux].event)
        end
        events = nil
    end

    function NpcHandler:doNPCTalkALot(msgs, interval, pcid)
        if self.eventDelayedSay[pcid] then
            self:cancelNPCTalk(self.eventDelayedSay[pcid])
        end

        self.eventDelayedSay[pcid] = {}
        local ret = {}
        for aux = 1, #msgs do
            self.eventDelayedSay[pcid][aux] = {}
            doCreatureSayWithDelay(getNpcCid(), msgs[aux], TALKTYPE_PRIVATE_NP, ((aux-1) * (interval or 4000)) + 700, self.eventDelayedSay[pcid][aux], pcid)
            ret[#ret + 1] = self.eventDelayedSay[pcid][aux]
        end
        return(ret)
    end

    -- Makes the npc represented by this instance of NpcHandler say something.
    --    This implements the currently set type of talkdelay.
    --    shallDelay is a boolean value. If it is false, the message is not delayed. Default value is true.
    function NpcHandler:say(message, focus, publicize, shallDelay, delay)
        if type(message) == "table" then
            return self:doNPCTalkALot(message, delay or 6000, focus)
        end

        if self.eventDelayedSay[focus] then
            self:cancelNPCTalk(self.eventDelayedSay[focus])
        end

        local shallDelay = not shallDelay and true or shallDelay
        if NPCHANDLER_TALKDELAY == TALKDELAY_NONE or shallDelay == false then
            selfSay(message, focus, publicize and true or false)
            return
        end

        stopEvent(self.eventSay[focus])
        self.eventSay[focus] = addEvent(function(npcId, message, focusId)
            local npc = Npc(npcId)
            if npc == nil then
                return
            end

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

e esse e o npc.lua

Spoiler

-- Including the Advanced NPC System
dofile('data/npc/lib/npcsystem/npcsystem.lua')
dofile('data/npc/lib/npcsystem/customModules.lua')

isPlayerPremiumCallback = Player.isPremium

function msgcontains(message, keyword)
    local message, keyword = message:lower(), keyword:lower()
    if message == keyword then
        return true
    end

    return message:find(keyword) and not message:find('(%w+)' .. keyword)
end

function doNpcSellItem(cid, itemId, amount, subType, ignoreCap, inBackpacks, backpack)
    local amount = amount or 1
    local subType = subType or 0
    local item = 0
    local player = Player(cid)
    if ItemType(itemId):isStackable() then
        local stuff
        if inBackpacks then
            stuff = Game.createItem(backpack, 1)
            item = stuff:addItem(itemId, math.min(100, amount))
        else
            stuff = Game.createItem(itemId, math.min(100, amount))
        end

        return player:addItemEx(stuff, ignoreCap) ~= RETURNVALUE_NOERROR and 0 or amount, 0
    end

    local a = 0
    if inBackpacks then
        local container, itemType, b = Game.createItem(backpack, 1), ItemType(backpack), 1
        for i = 1, amount do
            local item = container:addItem(itemId, subType)
            if isInArray({(itemType:getCapacity() * b), amount}, i) then
                if player:addItemEx(container, ignoreCap) ~= RETURNVALUE_NOERROR then
                    b = b - 1
                    break
                end

                a = i
                if amount > i then
                    container = Game.createItem(backpack, 1)
                    b = b + 1
                end
            end
        end

        return a, b
    end

    for i = 1, amount do -- normal method for non-stackable items
        local item = Game.createItem(itemId, subType)
        if player:addItemEx(item, ignoreCap) ~= RETURNVALUE_NOERROR then
            break
        end
        a = i
    end
    return a, 0
end

local func = function(cid, text, type, e, pcid)
    local npc = Npc(cid)
    if not npc then
        return
    end

    local player = Player(pcid)
    if player then
        npc:say(text, type, false, player, npc:getPosition())
        e.done = true
    end
end

function doCreatureSayWithDelay(cid, text, type, delay, e, pcid)
    if Player(pcid) then
        e.done = false
        e.event = addEvent(func, delay < 1 and 1000 or delay, cid, text, type, e, pcid)
    end
end

function doPlayerTakeItem(cid, itemid, count)
    local player = Player(cid)
    if player:getItemCount(itemid) < count then
        return false
    end

    while count > 0 do
        local tempcount = 0
        if ItemType(itemid):isStackable() then
            tempcount = math.min (100, count)
        else
            tempcount = 1
        end

        local ret = player:removeItem(itemid, tempcount)
        if ret then
            count = count - tempcount
        else
            return false
        end
    end

    if count ~= 0 then
        return false
    end
    return true
end

function doPlayerSellItem(cid, itemid, count, cost)
    local player = Player(cid)
    if doPlayerTakeItem(cid, itemid, count) then
        if not player:addMoney(cost) then
            error('Could not add money to ' .. player:getName() .. '(' .. cost .. 'gp)')
        end
        return true
    end
    return false
end

function doPlayerBuyItemContainer(cid, containerid, itemid, count, cost, charges)
    local player = Player(cid)
    if not player:removeMoney(cost) then
        return false
    end

    for i = 1, count do
        local container = Game.createItem(containerid, 1)
        for x = 1, ItemType(containerid):getCapacity() do
            container:addItem(itemid, charges)
        end

        if player:addItemEx(container, true) ~= RETURNVALUE_NOERROR then
            return false
        end
    end
    return true
end

function getCount(string)
    local b, e = string:find("%d+")
    return b and e and tonumber(string:sub(b, e)) or -1
end
 

e aqui é um npc do ot

Spoiler

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
 
function onCreatureAppear(cid)                          npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid)                       npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg)                  npcHandler:onCreatureSay(cid, type, msg) end
function onThink()                                      npcHandler:onThink() end

local function getTable()
    local list = 
    {
        {id = 7436,        sell = 5000,        buy = 0,        name = 'Angelic Axe'},
        {id = 2656,        sell = 10000,        buy = 0,        name = 'Blue Robe'},
        {id = 2518,        sell = 1200,        buy = 7000,        name = 'Bonelord Shield'},
        {id = 2195,        sell = 30000,        buy = 0,        name = 'Boots of Haste'},
        {id = 2413,        sell = 500,            buy = 0,        name = 'Broadsword'},
        {id = 7412,        sell = 18000,        buy = 0,        name = 'Butcher\'s Axe'},
        {id = 2487,        sell = 12000,        buy = 0,        name = 'Crown Armor'},
        {id = 2491,        sell = 2500,        buy = 0,        name = 'Crown Helmet'},
        {id = 2488,        sell = 12000,        buy = 0,        name = 'Crown Legs'},
        {id = 2519,        sell = 8000,        buy = 0,        name = 'Crown Shield'},
        {id = 2497,        sell = 6000,        buy = 0,        name = 'Crusader Helmet'},
        {id = 2414,        sell = 9000,        buy = 0,        name = 'Dragon Lance'},
        {id = 2516,        sell = 4000,        buy = 0,        name = 'Dragon Shield'},
        {id = 7854,        sell = 1000,        buy = 0,        name = 'Earth Spike Sword'},
        {id = 7868,        sell = 1200,        buy = 0,        name = 'Earth War Hammer'},
        {id = 7869,        sell = 1000,        buy = 0,        name = 'Energy Spike Sword'},
        {id = 7883,        sell = 1200,        buy = 0,        name = 'Energy War Hammer'},
        {id = 7744,        sell = 1000,        buy = 0,        name = 'Fiery Spike Sword'},
        {id = 7758,        sell = 1200,        buy = 0,        name = 'Fiery War Hammer'},
        {id = 2432,        sell = 8000,        buy = 0,        name = 'Fire Axe'},
        {id = 2392,        sell = 4000,        buy = 0,        name = 'Fire Sword'},
        {id = 7454,        sell = 3000,        buy = 0,        name = 'Glorious Axe'},
        {id = 2515,        sell = 2000,        buy = 0,        name = 'Guardian Shield'},
        {id = 2396,        sell = 1000,        buy = 0,        name = 'Ice Rapier'},
        {id = 7763,        sell = 1000,        buy = 0,        name = 'Icy Spike Sword'},
        {id = 7777,        sell = 1200,        buy = 0,        name = 'Icy War Hammer'},
        {id = 2486,        sell = 900,            buy = 8000,        name = 'Noble Armor'},
        {id = 2425,        sell = 500,            buy = 3000,        name = 'Obsidian Lance'},
        {id = 2539,        sell = 16000,        buy = 0,        name = 'Phoenix Shield'},
        {id = 7410,        sell = 20000,        buy = 0,        name = 'Queen\'s Sceptre'},
        {id = 2498,        sell = 30000,        buy = 0,        name = 'Royal Helmet'},
        {id = 7451,        sell = 10000,        buy = 0,        name = 'Shadow Sceptre'},
        {id = 2383,        sell = 1000,        buy = 8000,        name = 'Spike Sword'},
        {id = 7391,        sell = 16000,        buy = 0,        name = 'Thaian Sword'},
        {id = 2391,        sell = 1200,        buy = 10000,    name = 'War Hammer'}
    }
return list
end

function creatureSayCallback(cid, type, msg)

local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid    
    if(not npcHandler:isFocused(cid)) then
        return false
    end
    return true
end

local function onTradeRequest(cid)
    TradeRequest(cid, npcHandler, getTable(), BlueDjinn, 4)
end
 
npcHandler:setCallback(CALLBACK_ONTRADEREQUEST, onTradeRequest)
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

OldTaboos24hpor48h.com Inauguração DOMONIGO as 18:00 | 18/03/2018 | Stages | Custom Map |VENHA SER TOP TABOOS!

Participe da conversa

Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.

Visitante
Responder

Quem Está Navegando 0

  • Nenhum usuário registrado visualizando esta página.

Estatísticas dos Fóruns

  • Tópicos 96.9k
  • Posts 519.6k

Informação Importante

Confirmação de Termo