Postado Dezembro 6, 2019 5 anos Autor @Duduks Esse script que você passou não possui nenhuma interação com o spawn de Bosses. Existem duas funções warzoneConfig.spawnBoss e spawnBoss, e ela não está sendo chamada em nenhum desses casos. Você possui outro script de spawn do Boss? No segundo problema como assim não conseguem abrir alguns corpos de Bosses? O que da de erro para eles? Discord: vankk #7765 Precisando de ajuda? Entre em contato comigo via Discord. Muitos vêm seus muitos dias de glória, mas poucos vêm seus muitos dias de luta.
Postado Dezembro 6, 2019 5 anos Boa tarde, Entrei em contato com o @vankk, solucionou o problema com o script abaixo: creaturescripts/killVersperoth.lua Spoiler local teleportPosition = Position(33075, 31878, 12) local function transformTeleport(open) local id = (open and 18462 or 1387) local teleportItem = Tile(teleportPosition):getItemById(id) if not teleportItem then return end teleportPosition:sendMagicEffect(CONST_ME_POFF) if open then teleportItem:transform(18463) else teleportItem:transform(18462) end end function onKill(creature, target) local config = warzoneConfig.findByName("Abyssador") local targetMonster = target:getMonster() if not targetMonster then return true end if targetMonster:getName():lower() ~= 'versperoth' then return true end Game.setStorageValue(GlobalStorage.Versperoth.Battle, 2) addEvent(Game.setStorageValue, 30 * 60 * 1000, GlobalStorage.Versperoth.Battle, 0) blood = Tile(teleportPosition):getItemById(2016) if blood then blood:remove() end local tp = Game.createItem(1387, 1, teleportPosition) if tp then tp:setActionId(45702) end addEvent(transformTeleport, 1 * 60 * 1000, false) addEvent(transformTeleport, 30 * 60 * 1000, true) local tmpCreature = Creature("Abyssador") if not tmpCreature then addEvent(warzoneConfig.spawnBoss, 1 * 80 * 1000, config.boss, config.bossResp) end addEvent(warzoneConfig.resetRoom, 30 * 60 * 1000, config, "You were teleported out by the gnomish emergency device.", true) return true end Editado Dezembro 6, 2019 5 anos por Duduks (veja o histórico de edições)
Postado Dezembro 11, 2019 5 anos Bom dia, @vankk estou com dois problemas no meu console: Spoiler 2019-12-10 15:46:05 - Lua Script Error: [Main Interface] 2019-12-10 15:46:05 - in a timer event called from: 2019-12-10 15:46:05 - (Unknown scriptfile) 2019-12-10 15:46:05 - data/npc/lib/npcsystem/npchandler.lua:320: attempt to get length of local 'ret' (a nil value) 2019-12-10 15:46:05 - stack traceback: 2019-12-10 15:46:05 - [C]: in function '__len' 2019-12-10 15:46:05 - data/npc/lib/npcsystem/npchandler.lua:320: in function 'parseMessage' 2019-12-10 15:46:05 - data/npc/lib/npcsystem/npchandler.lua:657: in function <data/npc/lib/npcsystem/npchandler.lua:648> npchandler.lua Spoiler -- Advanced NPC System by Jiddo if NpcHandler == nil then local storage, duration = 1.4, 0.8 -- 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 if (os.time() - getPlayerStorageValue(cid, storage)) >= duration then setPlayerStorageValue(cid, storage, os.time()) -- DELAY PRA COMPRAR 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 else return false 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 Estou com problema nessa magia : Spoiler Lua Script Error: [Spell Interface] 2019-12-06 14:17:12 - data/spells/scripts/monster/time guardiann.lua:onCastSpell 2019-12-06 14:17:12 - data/spells/scripts/monster/time guardiann.lua:41: attempt to index a nil value 2019-12-06 14:17:12 - stack traceback: 2019-12-06 14:17:12 - [C]: in function '__index' 2019-12-06 14:17:12 - data/spells/scripts/monster/time guardiann.lua:41: in function <data/spells/scripts/monster/time guardiann.lua:34> Arquivo da magia time guardiann.lua Spoiler local monsters = { [1] = {pos = Position(32810, 32664, 14)}, [2] = {pos = Position(32815, 32664, 14)}} local function functionBack(position, oldpos) local guardian = Tile(position):getTopCreature() local bool, diference, health = false, 0, 0 local spectators, spectator = Game.getSpectators(Position(32813, 32664, 14), false, false, 15, 15, 15, 15) for v = 1, #spectators do spectator = spectators[v] if spectator:getName():lower() == 'the blazing time guardian' or spectator:getName():lower() == 'the freezing time guardian' then oldpos = spectator:getPosition() bool = true end end if not bool then guardian:remove() return true end local specs, spec = Game.getSpectators(Position(32813, 32664, 14), false, false, 15, 15, 15, 15) for i = 1, #specs do spec = specs if spec:isMonster() and spec:getName():lower() == 'the blazing time guardian' or spec:getName():lower() == 'the freezing time guardian' then spec:teleportTo(position) health = spec:getHealth() diference = guardian:getHealth() - health end end guardian:addHealth( - diference) guardian:teleportTo(oldpos)end function onCastSpell(creature, var) local index = math.random(1, 2) local monsterPos = creature:getPosition() if monsterPos.z ~= 14 then return true end local position = monsters[index].pos local form = Tile(position):getTopCreature() creature:teleportTo(position) local diference, health = 0, 0 health = creature:getHealth() diference = form:getHealth() - health form:addHealth( - diference) form:teleportTo(monsterPos) addEvent(functionBack, 30 * 1000, position, monsterPos) return trueend the time guardian.xml Spoiler <?xml version="1.0" encoding="UTF-8"?><monster name="The Time Guardian" nameDescription="the time guardian" race="undead" experience="50000" speed="340" script="bossReward.lua"> <health now="150000" max="150000"/> <look type="945" corpse="27753"/> <targetchange interval="2000" chance="5"/> <flags> <flag summonable="0"/> <flag attackable="1"/> <flag hostile="1"/> <flag illusionable="0"/> <flag convinceable="0"/> <flag pushable="0"/> <flag canpushitems="1"/> <flag canpushcreatures="1"/> <flag targetdistance="1"/> <flag staticattack="90"/> <flag runonhealth="0"/> <flag canwalkonenergy="1"/> <flag canwalkonfire="1"/> <flag canwalkonpoison="1"/> <flag preyable="0"/> <flag rewardboss="1"/> </flags> <attacks> <attack name="melee" interval="2000" skill="190" attack="300"/> <attack name="death" interval="2000" chance="15" range="7" radius="4" target="1" min="-600" max="-780"> <attribute key="shootEffect" value="energy"/> <attribute key="areaEffect" value="energy"/> </attack> <attack name="energy" interval="2000" chance="15" length="9" spread="0" min="-600" max="-780"> <attribute key="areaEffect" value="energy"/> </attack> <attack name="energy" interval="2000" chance="15" length="9" spread="3" min="-600" max="-780"> <attribute key="areaEffect" value="energyarea"/> </attack> <attack name="energycondition" interval="2000" chance="20" radius="7" min="-2000" max="-2000"> <attribute key="areaEffect" value="yellowspark"/> </attack> <attack name="bleedcondition" interval="2000" chance="20" length="9" spread="0" min="-2000" max="-2000"> <attribute key="areaEffect" value="yellowspark"/> </attack> </attacks> <defenses armor="70" defense="70"> <defense name="time guardian" interval="2000" chance="10"/> <defense name="time guardiann" interval="2000" chance="10"/> </defenses> <elements> <element earthPercent="70"/> <element icePercent="70"/> <element energyPercent="70"/> <element firePercent="70"/> <element holyPercent="70"/> <element deathPercent="70"/> <element physicalPercent="70"/> </elements> <immunities> <immunity name="paralyze"/> <immunity name="drunk"/> <immunity name="invisible"/> </immunities> <voices interval="2000" chance="5"> <voice sentence="This place is sacred!"/> </voices> <loot> <item id="2148" countmax="100" chance="100000"/><!-- gold coin --> <item id="2148" countmax="100" chance="100000"/><!-- gold coin --> <item id="2152" countmax="25" chance="100000"/><!-- platinum coin --> <item id="2150" countmax="10" chance="100000"/><!-- small amethyst --> <item id="2145" countmax="10" chance="100000"/><!-- small diamond --> <item id="2149" countmax="10" chance="100000"/><!-- small emerald --> <item id="2147" countmax="10" chance="100000"/><!-- small ruby --> <item id="9970" countmax="10" chance="100000"/><!-- small topaz --> <item id="7590" countmax="5" chance="100000"/><!-- great mana potion --> <item id="8472" countmax="10" chance="100000"/><!-- great spirit potion --> <item id="8473" countmax="10" chance="100000"/><!-- ultimate health potion --> <item id="18413" countmax="3" chance="100000"/><!-- blue crystal shard --> <item id="18415" countmax="3" chance="100000"/><!-- green crystal shard --> <item id="18414" countmax="3" chance="100000"/><!-- blue crystal shard --> <item id="7439" chance="100000"/><!-- berserk potion --> <item id="2158" chance="100000"/><!-- blue gem --> <item id="2155" chance="100000"/><!-- green gem --> <item id="13293" chance="2000"/><!-- leather whip --> <item id="12410" chance="2000"/><!-- luminous orb --> <item id="5904" chance="2000"/><!-- magic sulphur --> <item id="7894" chance="1000"/><!-- magma legs --> <item id="7440" chance="2000"/><!-- mastermind potion --> <item id="2214" chance="2000"/><!-- ring of healing --> <item id="2153" chance="2000"/><!-- violet gem --> <item id="2154" chance="2000"/><!-- yellow gem --> <item id="11240" chance="1000"/><!-- guardian boots --> <item id="2436" chance="1000"/><!-- skull staff --> <item id="2197" chance="1000"/><!-- stone skin amulet --> <item id="11240" chance="1000"/><!-- guardian boots --> <item id="27624" chance="500" unique="1"/><!-- Part of a Rune(terceira) --> <item id="8904" chance="1000"/><!-- Spellscroll of Prophecies --> <item id="5809" chance="100" unique="1"/><!-- Soul Stone --> <item id="2539" chance="100"/><!-- Phoenix Shield --> <item id="7417" chance="100"/><!-- Runed Sword --> <item id="25377" chance="100000"/><!-- Gold Token --> <item id="25172" chance="100000"/><!-- Silver Token --> </loot></monster> Se puder ajudar agradeço muito. Editado Dezembro 11, 2019 5 anos por Duduks (veja o histórico de edições)
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