Postado Setembro 3, 2016 8 anos Estou com um Problema, o Grizzly Adams da a task normalmente quando você conversa com ele, porém sempre que ele responde da o seguinte erro. Lua Script Error: [Npc interface] data/npc/scripts/Grizzly Adams.lua:onCreatureSay luaAddEvent(). Argument #5 is unsafe stack traceback: [C]: in function 'addEvent' data/npc/lib/npcsystem/npchandler.lua:642: in function 'say' data/npc/scripts/Grizzly Adams.lua:183: in function 'callback' data/npc/lib/npcsystem/npchandler.lua:430: in function 'onCreatureSay' data/npc/scripts/Grizzly Adams.lua:10: in function <data/npc/scripts/Grizzly Adams.lua:10> Além desse erro, eu fui pedir a task e goblin, e também me foi adicionada "Edron City - Elite Hunting: Goblins" Além da "Paw and Fur: Goblin". Não sei o que fazer. Vou postar os scripts do Grizzly Adams e do npchandler. Grizzly Adams.lua dofile('data/lib/miscellaneous/052-killingInTheNameOfQuest.lua') --dofile('data/lib/StorageList.lua') 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 choose = {} local cancel = {} local available = {} local grizzlyAdamsConfig = { ranks = { huntsMan_rank = { {id=11208, buy=0, sell=50, name='antlers'}, {id=10549, buy=0, sell=100, name='bloody pincers'}, {id=11183, buy=0, sell=35, name='crab pincers'}, {id=10573, buy=0, sell=55, name='cyclops toe'}, {id=10564, buy=0, sell=30, name='frosty ear of a troll'}, {id=11193, buy=0, sell=600, name='hydra head'}, {id=11366, buy=0, sell=80, name='lancer beetle shell'}, {id=10578, buy=0, sell=420, name='mutated bat ear'}, {id=11222, buy=0, sell=400, name='sabretooth'}, {id=11367, buy=0, sell=20, name='sandcrawler shell'}, {id=10547, buy=0, sell=280, name='scarab pincers'}, {id=11365, buy=0, sell=60, name='terramite legs'}, {id=11363, buy=0, sell=170, name='terramite shell'}, {id=11184, buy=0, sell=30000, name='terrorbird beak'}, {id=7398, buy=0, sell=500, name='cyclops trophy'}, {id=11315, buy=0, sell=15000, name='draken trophy'}, {id=11330, buy=0, sell=8000, name='lizard trophy'}, {id=7401, buy=0, sell=500, name='minotaur trophy'} }, bigGameHunter_rank = { {id=7397, buy=0, sell=3000, name='deer trophy'}, {id=7400, buy=0, sell=3000, name='lion trophy'}, {id=7394, buy=0, sell=3000, name='wolf trophy'} }, trophyHunter_rank = { {id=7393, buy=0, sell=40000, name='demon trophy'}, {id=7396, buy=0, sell=20000, name='behemoth trophy'}, {id=7399, buy=0, sell=10000, name='dragon lord trophy'}, {id=10518, buy=1000, sell=0, name='demon backpack'}, }, } } local Topic = {} function greetCallback(cid) Topic[cid] = 0 return true end local function setNewTradeTable(table) local items = {} for _, v in ipairs(table) do items[v.id] = {itemId = v.id, buyPrice = v.buy, sellPrice = v.sell, subType = 0, realName = v.name} end return items end local function setNewLineTable(oldTable, newTable) for k, v in pairs(oldTable) do table.insert(newTable, k, v) end return true end function creatureSayCallback(cid, type, msg) local player = Player(cid) local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE and 0 or cid if (msgcontains(msg, "hi") or msgcontains(msg, "hello")) and (not npcHandler:isFocused(cid)) then if (player:getStorageValue(JOIN_STOR) == -1) then npcHandler:say("Welcome "..getCreatureName(cid)..". Would you like to join the 'Paw and Fur - Hunting Elite'?", cid) npcHandler:addFocus(cid) talkState[talkUser] = 5 else npcHandler:say("Welcome back old chap. What brings you here this time?", cid) npcHandler:addFocus(cid) talkState[talkUser] = 0 end return true end if(not npcHandler:isFocused(cid)) then return false end if msgcontains(msg, "bye") or msgcontains(msg, "farewell") then npcHandler:say("Happy hunting, old chap!", cid, TRUE) Topic[talkUser] = 0 npcHandler:releaseFocus(cid) npcHandler:resetNpc(cid) end if (isInArray({"yes", "join"}, msg:lower()) and talkState[talkUser] == 5) then player:setStorageValue(JOIN_STOR, 1) npcHandler:say("Great! A warm welcome to our newest member: "..getCreatureName(cid).."! Ask me for a {task} if you want to go on a hunt.", cid) talkState[talkUser] = 0 elseif (msg:lower() == "no" and talkState[talkUser] == 5) then npcHandler:say("No problem old chap. Come back if you change your mind.", cid) end if (player:getStorageValue(JOIN_STOR) == -1) then npcHandler:say("You'll have to {join} us to get more information.",cid) return false end if isInArray({"offer", "trade"}, msg:lower()) then if getPlayerRank(cid) >= 2 then if getPlayerRank(cid) == 2 or getPlayerRank(cid) == 3 then tradeRank = grizzlyAdamsConfig.ranks.huntsMan_rank elseif getPlayerRank(cid) == 4 then tradeRank = grizzlyAdamsConfig.ranks.bigGameHunter_rank setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank) elseif getPlayerRank(cid) == 5 or getPlayerRank(cid) == 6 then tradeRank = grizzlyAdamsConfig.ranks.trophyHunter_rank setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank) setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.trophyHunter_rank) end local items = setNewTradeTable(tradeRank) local function onBuy(cid, item, subType, amount, ignoreCap, inBackpacks) if ignoreCap == false and (player:getFreeCapacity() < getItemWeight(items[item].itemId, amount) or inBackpacks and player:getFreeCap() < (getItemWeight(items[item].itemId, amount) + getItemWeight(1988, 1))) then return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You don\'t have enough cap.') end if items[item].buyPrice then player:removeMoney(amount * items[item].buyPrice) for i = 1, amount do if inBackpacks then local backpack = doCreateItemEx(1988, 1) doAddContainerItem(backpack, items[item].itemId, amount) else player:addItem(items[item].itemId, amount, true) end end return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You bought '..amount..'x '..items[item].realName..' for '..items[item].buyPrice * amount..' gold coins.') end return true end local function onSell(cid, item, subType, amount, ignoreCap, inBackpacks) if items[item].sellPrice then player:addMoney(items[item].sellPrice * amount) player:removeItem(items[item].itemId, amount) return player:sendTextMessage(cid, MESSAGE_INFO_DESCR, 'You sold '..amount..'x '..items[item].realName..' for '..items[item].sellPrice * amount..' gold coins.') end return true end openShopWindow(cid, tradeRank, onBuy, onSell) return npcHandler:say('It\'s my offer.', player) else return npcHandler:say('You don\'t have any rank.', player) end end if isInArray({"tasks", "task", "mission"}, msg:lower()) then local can = getTasksByPlayer(cid) if (player:getStorageValue(JOIN_STOR) == -1) then return (npcHandler:say("You'll have to {join}, to get any {tasks}.",cid)) end if #can > 0 then local text = "" local sep = ", " table.sort(can, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(can) do t = t + 1 if t == #can - 1 then sep = " and " elseif t == #can then sep = "." end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end npcHandler:say("The current task" .. (#can > 1 and "s" or "") .. " that you can choose " .. (#can > 1 and "are" or "is") .. " " .. text, player) talkState[talkUser] = 0 else npcHandler:say("I don't have any task for you right now.", player) end elseif msg ~= "" and canStartTask(cid, msg) then if #getPlayerStartedTasks(cid) >= tasksByPlayer then npcHandler:say("Sorry, but you already started " .. tasksByPlayer .. " tasks. You can check their {status} or {cancel} a task.", player) return true end local task = getTaskByName(msg) if task and player:getStorageValue(QUESTSTORAGE_BASE + task) > 0 then return false end npcHandler:say("In this task you must defeat " .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Are you sure that you want to start this task?", player) choose[cid] = task talkState[talkUser] = 1 elseif msg:lower() == "yes" and talkState[talkUser] == 1 then player:setStorageValue(QUESTSTORAGE_BASE + choose[cid], 1) player:setStorageValue(KILLSSTORAGE_BASE + choose[cid], 0) npcHandler:say("Excellent! You can check the {status} of your task saying {report} to me. Also you can {cancel} tasks to.", player) choose[cid] = nil talkState[talkUser] = 0 elseif (msg:lower() == "report" or msg:lower() == "status") then local started = getPlayerStartedTasks(cid) local finishedAtLeastOne = false local finished = 0 if started and #started > 0 then for _, id in ipairs(started) do if player:getStorageValue(KILLSSTORAGE_BASE + id) >= tasks[id].killsRequired then for _, reward in ipairs(tasks[id].rewards) do local deny = false if reward.storage then if player:getStorageValue(reward.storage[1]) >= reward.storage[2] then deny = true end end if isInArray({REWARD_MONEY, "money"}, reward.type:lower()) and not deny then doPlayerAddMoney(cid, reward.value[1]) elseif isInArray({REWARD_EXP, "exp", "experience"}, reward.type:lower()) and not deny then doPlayerAddExp(cid, reward.value[1], false, reward.value[1], false, true) doPlayerSendDefaultCancel(cid, "You gained " .. reward.value[1] .. " experience points.") elseif isInArray({REWARD_ACHIEVEMENT, "achievement", "ach"}, reward.type:lower()) and not deny then elseif isInArray({REWARD_STORAGE, "storage", "stor"}, reward.type:lower()) and not deny then player:setStorageValue(reward.value[1], reward.value[2]) elseif isInArray({REWARD_POINT, "points", "point"}, reward.type:lower()) and not deny then player:setStorageValue(POINTSSTORAGE, player:getStorageValue(POINTSSTORAGE) + reward.value[1]) elseif isInArray({REWARD_ITEM, "item", "items", "object"}, reward.type:lower()) and not deny then doPlayerAddItem(cid, reward.value[1], reward.value[2]) end if reward.storage then player:setStorageValue(reward.storage[1], reward.storage[2]) end end if tasks[id].norepeatable then player:setStorageValue(QUESTSTORAGE_BASE + id, 2) else player:setStorageValue(QUESTSTORAGE_BASE + id, 0) end player:setStorageValue(KILLSSTORAGE_BASE + id, 0) if player:getStorageValue(REPEATSTORAGE_BASE + id) < 1 then player:setStorageValue(REPEATSTORAGE_BASE + id, 0) end player:setStorageValue(REPEATSTORAGE_BASE + id, player:getStorageValue(REPEATSTORAGE_BASE + id) + 1) finishedAtLeastOne = true finished = finished + 1 end end if (not finishedAtLeastOne) then local started = getPlayerStartedTasks(cid) if (started and #started > 0) then local text = "" local sep = ", " table.sort(started, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(started) do t = t + 1 if (t == #started - 1) then sep = " and " elseif (t == #started) then sep = "." end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player) Topic[cid] = 1 else npcHandler:say("Awesome! you finished " .. (finished > 1 and "various" or "a") .. " task" .. (finished > 1 and "s" or "") .. ". Talk to me again if you want to start a {task}.", player) end else npcHandler:say("You haven't started any task yet.", player) end end elseif msg:lower() == "started" then local started = getPlayerStartedTasks(cid) if started and #started > 0 then local text = "" local sep = ", " table.sort(started, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(started) do t = t + 1 if t == #started - 1 then sep = " and " elseif t == #started then sep = "." end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player) else npcHandler:say("You haven't started any task yet.", player) end elseif msg:lower() == "cancel" then local started = getPlayerStartedTasks(cid) local task = getTaskByName(msg) local text = "" local sep = ", " table.sort(started, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(started) do t = t + 1 if t == #started - 1 then sep = " or " elseif t == #started then sep = "?" end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end if started and #started > 0 then npcHandler:say("Cancelling a task will make the counter restart. Which of these tasks you want cancel?" .. (#started > 1 and "" or "") .. " " .. text, player) talkState[talkUser] = 2 else npcHandler:say("You haven't started any task yet.", player) end elseif getTaskByName(msg) and talkState[talkUser] == 2 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then local task = getTaskByName(msg) if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Cancelling this task will restart the count. Are you sure you want to cancel this task?", player) else npcHandler:say("Are you sure you want to cancel this task?", player) end talkState[talkUser] = 3 cancel[cid] = task elseif getTaskByName(msg) and Topic[cid] == 1 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then local task = getTaskByName(msg) if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player) Topic[cid] = 0 else npcHandler:say("You currently killed 0/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player) end elseif msg:lower() == "yes" and talkState[talkUser] == 3 then player:setStorageValue(QUESTSTORAGE_BASE + cancel[cid], -1) player:setStorageValue(KILLSSTORAGE_BASE + cancel[cid], -1) npcHandler:say("You have cancelled the task " .. (tasks[cancel[cid]].name or tasks[cancel[cid]].raceName) .. ".", player) talkState[talkUser] = 0 elseif isInArray({"points", "rank"}, msg:lower()) then if player:getStorageValue(POINTSSTORAGE) < 1 then npcHandler:say("At this time, you have 0 Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member" or "haven't been ranked yet") .. ".", player) elseif player:getStorageValue(POINTSSTORAGE) >= 1 then npcHandler:say("At this time, you have " .. player:getStorageValue(POINTSSTORAGE) .. " Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member" or "haven't been ranked yet") .. ".", player) end talkState[talkUser] = 0 end end npcHandler:setMessage(MESSAGE_FAREWELL, "Happy hunting, old chap!") npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npchandler.lua -- 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 .
Postado Setembro 3, 2016 8 anos 5 horas atrás, koete disse: Estou com um Problema, o Grizzly Adams da a task normalmente quando você conversa com ele, porém sempre que ele responde da o seguinte erro. Mostrar conteúdo oculto Lua Script Error: [Npc interface] data/npc/scripts/Grizzly Adams.lua:onCreatureSay luaAddEvent(). Argument #5 is unsafe stack traceback: [C]: in function 'addEvent' data/npc/lib/npcsystem/npchandler.lua:642: in function 'say' data/npc/scripts/Grizzly Adams.lua:183: in function 'callback' data/npc/lib/npcsystem/npchandler.lua:430: in function 'onCreatureSay' data/npc/scripts/Grizzly Adams.lua:10: in function <data/npc/scripts/Grizzly Adams.lua:10> Além desse erro, eu fui pedir a task e goblin, e também me foi adicionada "Edron City - Elite Hunting: Goblins" Além da "Paw and Fur: Goblin". Não sei o que fazer. Vou postar os scripts do Grizzly Adams e do npchandler. Grizzly Adams.lua Mostrar conteúdo oculto dofile('data/lib/miscellaneous/052-killingInTheNameOfQuest.lua') --dofile('data/lib/StorageList.lua') 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 choose = {} local cancel = {} local available = {} local grizzlyAdamsConfig = { ranks = { huntsMan_rank = { {id=11208, buy=0, sell=50, name='antlers'}, {id=10549, buy=0, sell=100, name='bloody pincers'}, {id=11183, buy=0, sell=35, name='crab pincers'}, {id=10573, buy=0, sell=55, name='cyclops toe'}, {id=10564, buy=0, sell=30, name='frosty ear of a troll'}, {id=11193, buy=0, sell=600, name='hydra head'}, {id=11366, buy=0, sell=80, name='lancer beetle shell'}, {id=10578, buy=0, sell=420, name='mutated bat ear'}, {id=11222, buy=0, sell=400, name='sabretooth'}, {id=11367, buy=0, sell=20, name='sandcrawler shell'}, {id=10547, buy=0, sell=280, name='scarab pincers'}, {id=11365, buy=0, sell=60, name='terramite legs'}, {id=11363, buy=0, sell=170, name='terramite shell'}, {id=11184, buy=0, sell=30000, name='terrorbird beak'}, {id=7398, buy=0, sell=500, name='cyclops trophy'}, {id=11315, buy=0, sell=15000, name='draken trophy'}, {id=11330, buy=0, sell=8000, name='lizard trophy'}, {id=7401, buy=0, sell=500, name='minotaur trophy'} }, bigGameHunter_rank = { {id=7397, buy=0, sell=3000, name='deer trophy'}, {id=7400, buy=0, sell=3000, name='lion trophy'}, {id=7394, buy=0, sell=3000, name='wolf trophy'} }, trophyHunter_rank = { {id=7393, buy=0, sell=40000, name='demon trophy'}, {id=7396, buy=0, sell=20000, name='behemoth trophy'}, {id=7399, buy=0, sell=10000, name='dragon lord trophy'}, {id=10518, buy=1000, sell=0, name='demon backpack'}, }, } } local Topic = {} function greetCallback(cid) Topic[cid] = 0 return true end local function setNewTradeTable(table) local items = {} for _, v in ipairs(table) do items[v.id] = {itemId = v.id, buyPrice = v.buy, sellPrice = v.sell, subType = 0, realName = v.name} end return items end local function setNewLineTable(oldTable, newTable) for k, v in pairs(oldTable) do table.insert(newTable, k, v) end return true end function creatureSayCallback(cid, type, msg) local player = Player(cid) local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE and 0 or cid if (msgcontains(msg, "hi") or msgcontains(msg, "hello")) and (not npcHandler:isFocused(cid)) then if (player:getStorageValue(JOIN_STOR) == -1) then npcHandler:say("Welcome "..getCreatureName(cid)..". Would you like to join the 'Paw and Fur - Hunting Elite'?", cid) npcHandler:addFocus(cid) talkState[talkUser] = 5 else npcHandler:say("Welcome back old chap. What brings you here this time?", cid) npcHandler:addFocus(cid) talkState[talkUser] = 0 end return true end if(not npcHandler:isFocused(cid)) then return false end if msgcontains(msg, "bye") or msgcontains(msg, "farewell") then npcHandler:say("Happy hunting, old chap!", cid, TRUE) Topic[talkUser] = 0 npcHandler:releaseFocus(cid) npcHandler:resetNpc(cid) end if (isInArray({"yes", "join"}, msg:lower()) and talkState[talkUser] == 5) then player:setStorageValue(JOIN_STOR, 1) npcHandler:say("Great! A warm welcome to our newest member: "..getCreatureName(cid).."! Ask me for a {task} if you want to go on a hunt.", cid) talkState[talkUser] = 0 elseif (msg:lower() == "no" and talkState[talkUser] == 5) then npcHandler:say("No problem old chap. Come back if you change your mind.", cid) end if (player:getStorageValue(JOIN_STOR) == -1) then npcHandler:say("You'll have to {join} us to get more information.",cid) return false end if isInArray({"offer", "trade"}, msg:lower()) then if getPlayerRank(cid) >= 2 then if getPlayerRank(cid) == 2 or getPlayerRank(cid) == 3 then tradeRank = grizzlyAdamsConfig.ranks.huntsMan_rank elseif getPlayerRank(cid) == 4 then tradeRank = grizzlyAdamsConfig.ranks.bigGameHunter_rank setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank) elseif getPlayerRank(cid) == 5 or getPlayerRank(cid) == 6 then tradeRank = grizzlyAdamsConfig.ranks.trophyHunter_rank setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.bigGameHunter_rank) setNewLineTable(grizzlyAdamsConfig.ranks.huntsMan_rank, grizzlyAdamsConfig.ranks.trophyHunter_rank) end local items = setNewTradeTable(tradeRank) local function onBuy(cid, item, subType, amount, ignoreCap, inBackpacks) if ignoreCap == false and (player:getFreeCapacity() < getItemWeight(items[item].itemId, amount) or inBackpacks and player:getFreeCap() < (getItemWeight(items[item].itemId, amount) + getItemWeight(1988, 1))) then return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You don\'t have enough cap.') end if items[item].buyPrice then player:removeMoney(amount * items[item].buyPrice) for i = 1, amount do if inBackpacks then local backpack = doCreateItemEx(1988, 1) doAddContainerItem(backpack, items[item].itemId, amount) else player:addItem(items[item].itemId, amount, true) end end return player:sendTextMessage(MESSAGE_INFO_DESCR, 'You bought '..amount..'x '..items[item].realName..' for '..items[item].buyPrice * amount..' gold coins.') end return true end local function onSell(cid, item, subType, amount, ignoreCap, inBackpacks) if items[item].sellPrice then player:addMoney(items[item].sellPrice * amount) player:removeItem(items[item].itemId, amount) return player:sendTextMessage(cid, MESSAGE_INFO_DESCR, 'You sold '..amount..'x '..items[item].realName..' for '..items[item].sellPrice * amount..' gold coins.') end return true end openShopWindow(cid, tradeRank, onBuy, onSell) return npcHandler:say('It\'s my offer.', player) else return npcHandler:say('You don\'t have any rank.', player) end end if isInArray({"tasks", "task", "mission"}, msg:lower()) then local can = getTasksByPlayer(cid) if (player:getStorageValue(JOIN_STOR) == -1) then return (npcHandler:say("You'll have to {join}, to get any {tasks}.",cid)) end if #can > 0 then local text = "" local sep = ", " table.sort(can, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(can) do t = t + 1 if t == #can - 1 then sep = " and " elseif t == #can then sep = "." end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end npcHandler:say("The current task" .. (#can > 1 and "s" or "") .. " that you can choose " .. (#can > 1 and "are" or "is") .. " " .. text, player) talkState[talkUser] = 0 else npcHandler:say("I don't have any task for you right now.", player) end elseif msg ~= "" and canStartTask(cid, msg) then if #getPlayerStartedTasks(cid) >= tasksByPlayer then npcHandler:say("Sorry, but you already started " .. tasksByPlayer .. " tasks. You can check their {status} or {cancel} a task.", player) return true end local task = getTaskByName(msg) if task and player:getStorageValue(QUESTSTORAGE_BASE + task) > 0 then return false end npcHandler:say("In this task you must defeat " .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Are you sure that you want to start this task?", player) choose[cid] = task talkState[talkUser] = 1 elseif msg:lower() == "yes" and talkState[talkUser] == 1 then player:setStorageValue(QUESTSTORAGE_BASE + choose[cid], 1) player:setStorageValue(KILLSSTORAGE_BASE + choose[cid], 0) npcHandler:say("Excellent! You can check the {status} of your task saying {report} to me. Also you can {cancel} tasks to.", player) choose[cid] = nil talkState[talkUser] = 0 elseif (msg:lower() == "report" or msg:lower() == "status") then local started = getPlayerStartedTasks(cid) local finishedAtLeastOne = false local finished = 0 if started and #started > 0 then for _, id in ipairs(started) do if player:getStorageValue(KILLSSTORAGE_BASE + id) >= tasks[id].killsRequired then for _, reward in ipairs(tasks[id].rewards) do local deny = false if reward.storage then if player:getStorageValue(reward.storage[1]) >= reward.storage[2] then deny = true end end if isInArray({REWARD_MONEY, "money"}, reward.type:lower()) and not deny then doPlayerAddMoney(cid, reward.value[1]) elseif isInArray({REWARD_EXP, "exp", "experience"}, reward.type:lower()) and not deny then doPlayerAddExp(cid, reward.value[1], false, reward.value[1], false, true) doPlayerSendDefaultCancel(cid, "You gained " .. reward.value[1] .. " experience points.") elseif isInArray({REWARD_ACHIEVEMENT, "achievement", "ach"}, reward.type:lower()) and not deny then elseif isInArray({REWARD_STORAGE, "storage", "stor"}, reward.type:lower()) and not deny then player:setStorageValue(reward.value[1], reward.value[2]) elseif isInArray({REWARD_POINT, "points", "point"}, reward.type:lower()) and not deny then player:setStorageValue(POINTSSTORAGE, player:getStorageValue(POINTSSTORAGE) + reward.value[1]) elseif isInArray({REWARD_ITEM, "item", "items", "object"}, reward.type:lower()) and not deny then doPlayerAddItem(cid, reward.value[1], reward.value[2]) end if reward.storage then player:setStorageValue(reward.storage[1], reward.storage[2]) end end if tasks[id].norepeatable then player:setStorageValue(QUESTSTORAGE_BASE + id, 2) else player:setStorageValue(QUESTSTORAGE_BASE + id, 0) end player:setStorageValue(KILLSSTORAGE_BASE + id, 0) if player:getStorageValue(REPEATSTORAGE_BASE + id) < 1 then player:setStorageValue(REPEATSTORAGE_BASE + id, 0) end player:setStorageValue(REPEATSTORAGE_BASE + id, player:getStorageValue(REPEATSTORAGE_BASE + id) + 1) finishedAtLeastOne = true finished = finished + 1 end end if (not finishedAtLeastOne) then local started = getPlayerStartedTasks(cid) if (started and #started > 0) then local text = "" local sep = ", " table.sort(started, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(started) do t = t + 1 if (t == #started - 1) then sep = " and " elseif (t == #started) then sep = "." end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player) Topic[cid] = 1 else npcHandler:say("Awesome! you finished " .. (finished > 1 and "various" or "a") .. " task" .. (finished > 1 and "s" or "") .. ". Talk to me again if you want to start a {task}.", player) end else npcHandler:say("You haven't started any task yet.", player) end end elseif msg:lower() == "started" then local started = getPlayerStartedTasks(cid) if started and #started > 0 then local text = "" local sep = ", " table.sort(started, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(started) do t = t + 1 if t == #started - 1 then sep = " and " elseif t == #started then sep = "." end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end npcHandler:say("The current task" .. (#started > 1 and "s" or "") .. " that you started " .. (#started > 1 and "are" or "is") .. " " .. text, player) else npcHandler:say("You haven't started any task yet.", player) end elseif msg:lower() == "cancel" then local started = getPlayerStartedTasks(cid) local task = getTaskByName(msg) local text = "" local sep = ", " table.sort(started, (function(a, b) return (a < b) end)) local t = 0 for _, id in ipairs(started) do t = t + 1 if t == #started - 1 then sep = " or " elseif t == #started then sep = "?" end text = text .. "{" .. (tasks[id].name or tasks[id].raceName) .. "}" .. sep end if started and #started > 0 then npcHandler:say("Cancelling a task will make the counter restart. Which of these tasks you want cancel?" .. (#started > 1 and "" or "") .. " " .. text, player) talkState[talkUser] = 2 else npcHandler:say("You haven't started any task yet.", player) end elseif getTaskByName(msg) and talkState[talkUser] == 2 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then local task = getTaskByName(msg) if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ". Cancelling this task will restart the count. Are you sure you want to cancel this task?", player) else npcHandler:say("Are you sure you want to cancel this task?", player) end talkState[talkUser] = 3 cancel[cid] = task elseif getTaskByName(msg) and Topic[cid] == 1 and isInArray(getPlayerStartedTasks(cid), getTaskByName(msg)) then local task = getTaskByName(msg) if player:getStorageValue(KILLSSTORAGE_BASE + task) > 0 then npcHandler:say("You currently killed " .. player:getStorageValue(KILLSSTORAGE_BASE + task) .. "/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player) Topic[cid] = 0 else npcHandler:say("You currently killed 0/" .. tasks[task].killsRequired .. " " .. tasks[task].raceName .. ".", player) end elseif msg:lower() == "yes" and talkState[talkUser] == 3 then player:setStorageValue(QUESTSTORAGE_BASE + cancel[cid], -1) player:setStorageValue(KILLSSTORAGE_BASE + cancel[cid], -1) npcHandler:say("You have cancelled the task " .. (tasks[cancel[cid]].name or tasks[cancel[cid]].raceName) .. ".", player) talkState[talkUser] = 0 elseif isInArray({"points", "rank"}, msg:lower()) then if player:getStorageValue(POINTSSTORAGE) < 1 then npcHandler:say("At this time, you have 0 Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member" or "haven't been ranked yet") .. ".", player) elseif player:getStorageValue(POINTSSTORAGE) >= 1 then npcHandler:say("At this time, you have " .. player:getStorageValue(POINTSSTORAGE) .. " Paw & Fur points. You " .. (getPlayerRank(cid) == 6 and "are an Elite Hunter" or getPlayerRank(cid) == 5 and "are a Trophy Hunter" or getPlayerRank(cid) == 4 and "are a Big Game Hunter" or getPlayerRank(cid) == 3 and "are a Ranger" or getPlayerRank(cid) == 2 and "are a Huntsman" or getPlayerRank(cid) == 1 and "are a Member" or "haven't been ranked yet") .. ".", player) end talkState[talkUser] = 0 end end npcHandler:setMessage(MESSAGE_FAREWELL, "Happy hunting, old chap!") npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npchandler.lua Mostrar conteúdo oculto -- 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) endend . Qual a versão ? King is Back ! Está vendo esse coraçãozinho? Dar um Voto Positivo? clica ali se eu te ajudei muito. Obrigado ! [Tutorial] Colocando sua senha no novo XAMPP [Tutorial] Como compilar tfs 1.2 no Visual Studio 2015 ------------------------------------------ Contato: Discord: Lirosz#6563 Ts3: 104.154.235.159
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