Postado Agosto 3, 2018 8 anos Boa Noite, Tenho um OTServer 8.60, Recentemente Compilei ele em uma VPS Ubuntu 14.04 Com uma Source OTXServer... Só que Depois que compilei venho me deparando com muitos e muitos Erros... Um Deles é... [Error - NpcScript Interface] data/npc/scripts/Markwin.lua Description: data/npc/scripts/Markwin.lua:1: attempt to index global 'KeywordHandler' (a nil value) [Warning - NpcEvents::NpcEvents] Cannot load script: data/npc/scripts/Markwin.lua Script do NPC: local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end npcHandler:addModule(FocusModule:new()) Meu keywordhandler: -- Advanced NPC System (Created by Jiddo), -- Modified by TheForgottenServer Team. if(KeywordHandler == nil) then BEHAVIOR_SIMPLE = 1 -- Does not support nested keywords. If you choose this setting you must use a variable such as 'talkState' to keep track of how to handle keywords. BEHAVIOR_NORMAL = 2 -- Default behvaior. If a sub-keyword is not found, then the root is searched, not the parent hierarchy, BEHAVIOR_NORMAL_EXTENDED = 3 -- Same as BEHAVIOR_NORMAL but it also searches through the last node's parent. BEHAVIOR_COMPLEX = 4 -- Extended behavior. It a sub-keyword is not found, then the entire keyword hierarchy is searched upwards until root is reached. -- BEHAVIOR_NORMAL_EXTENDED is recommended as it (probably) mimics the behavior of real Tibia's NPCs the most. -- However, you are strongly recommended to test some (or all) other settings as well as it might suit you better. -- Also note that not much difference can be seen with the different settings unless you have a npc with a quite heavy -- nestled keyword hierarchy. -- Note: BEHAVIOR_SIMPLE should not be used unless you have any special reason to do so as it forces you to keep track of talkStates etc. -- This was pretty much the method used in the 2.0x versions of this system. It is here mainly for compability issues. KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED KeywordNode = { keywords = nil, callback = nil, parameters = nil, children = nil, parent = nil } -- Created a new keywordnode with the given keywords, callback function and parameters and without any childNodes. function KeywordNode:new(keys, func, param) local obj = {} obj.keywords = keys obj.callback = func obj.parameters = param obj.children = {} setmetatable(obj, self) self.__index = self return obj end -- Calls the underlying callback function if it is not nil. function KeywordNode:processMessage(cid, message) return (self.callback == nil or self.callback(cid, message, self.keywords, self.parameters, self)) end -- Returns true if message contains all patterns/strings found in keywords. function KeywordNode:checkMessage(message) local ret = true if(self.keywords.callback ~= nil) then return self.keywords.callback(self.keywords, message) end for i,v in ipairs(self.keywords) do if(type(v) == 'string') then local a, b = string.find(message, v) if(a == nil or b == nil) then ret = false break end end end return ret end -- Returns the parent of this node or nil if no such node exists. function KeywordNode:getParent() return self.parent end -- Returns an array of the callback function parameters assosiated with this node. function KeywordNode:getParameters() return self.parameters end -- Returns an array of the triggering keywords assosiated with this node. function KeywordNode:getKeywords() return self.keywords end -- Adds a childNode to this node. Creates the childNode based on the parameters (k = keywords, c = callback, p = parameters) function KeywordNode:addChildKeyword(keywords, callback, parameters) local new = KeywordNode:new(keywords, callback, parameters) return self:addChildKeywordNode(new) end -- Adds a pre-created childNode to this node. Should be used for example if several nodes should have a common child. function KeywordNode:addChildKeywordNode(childNode) table.insert(self.children, childNode) childNode.parent = self return childNode end KeywordHandler = { root = nil, lastNode = nil } -- Creates a new keywordhandler with an empty rootnode. function KeywordHandler:new() local obj = {} obj.root = KeywordNode:new(nil, nil, nil) setmetatable(obj, self) self.__index = self return obj end -- Resets the lastNode field, and this resetting the current position in the node hierarchy to root. function KeywordHandler:reset() self.lastNode = nil end -- Makes sure the correct childNode of lastNode gets a chance to process the message. -- The behavior of this function depends much on the KEYWORD_BEHAVIOR. function KeywordHandler:processMessage(cid, message) local node = self:getLastNode() if(node == nil) then error('No root node found.') return false end if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then local ret = self:processNodeMessage(node, cid, message) if(ret) then return true end elseif(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL or KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED) then local ret = self:processNodeMessage(node, cid, message) if(ret) then return true end if(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED and node:getParent()) then node = node:getParent() -- Search through the parent. local ret = self:processNodeMessage(node, cid, message) if(ret) then return true end end if(node ~= self:getRoot()) then node = self:getRoot() -- Search through the root. local ret = self:processNodeMessage(node, cid, message) if(ret) then return true end end elseif(KEYWORD_BEHAVIOR == BEHAVIOR_COMPLEX) then while true do local ret = self:processNodeMessage(node, cid, message) if(ret) then return true end if(node:getParent() ~= nil) then node = node:getParent() -- Move one step upwards in the hierarchy. else break end end else error('Unknown keyword behavior.') end return false end -- Tries to process the given message using the node parameter's children and calls the node's callback function if found. -- Returns the childNode which processed the message or nil if no such node was found. function KeywordHandler:processNodeMessage(node, cid, message) local messageLower = string.lower(message) for i, childNode in pairs(node.children) do if(childNode:checkMessage(messageLower)) then local oldLast = self.lastNode self.lastNode = childNode childNode.parent = node -- Make sure node is the parent of childNode (as one node can be parent to several nodes). if(childNode:processMessage(cid, message)) then return true else self.lastNode = oldLast end end end return false end -- Returns the root keywordnode function KeywordHandler:getRoot() return self.root end -- Returns the last processed keywordnode or root if no last node is found. function KeywordHandler:getLastNode() if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then return self:getRoot() else return self.lastNode or self:getRoot() end end -- Adds a new keyword to the root keywordnode. Returns the new node. function KeywordHandler:addKeyword(keys, callback, parameters) return self:getRoot():addChildKeyword(keys, callback, parameters) end -- Moves the current position in the keyword hierarchy count steps upwards. Count defalut value = 1. -- This function MIGHT not work properly yet. Use at your own risk. function KeywordHandler:moveUp(count) local steps = count if(steps == nil) then steps = 1 end for i = 1, steps,1 do if(self.lastNode == nil) then break else self.lastNode = self.lastNode:getParent() or self:getRoot() end end return self.lastNode end end Obrigado Pela Compreensão de Todos. Desde Já Grato!
Postado Agosto 4, 2018 8 anos vai em \data\npc\lib\npcsystem e me posta o seu npcsystem.lua [*Ninguém será digno do sucesso se não usar suas derrotas para conquistá-lo.*] DISCORD: vodkart#6090
Postado Agosto 4, 2018 8 anos Autor -- Advanced NPC System (Created by Jiddo), -- Modified by Talaturen. if(NpcSystem == nil) then -- Loads the underlying classes of the npcsystem. dofile(getDataDir() .. 'npc/lib/npcsystem/keywordhandler.lua') dofile(getDataDir() .. 'npc/lib/npcsystem/queue.lua') dofile(getDataDir() .. 'npc/lib/npcsystem/npchandler.lua') dofile(getDataDir() .. 'npc/lib/npcsystem/modules.lua') -- Global npc constants: -- Keyword nestling behavior. For more information look at the top of keywordhandler.lua KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED -- Greeting and unGreeting keywords. For more information look at the top of modules.lua FOCUS_GREETWORDS = {'hi', 'hello', 'hey'} FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'} -- The word for requesting trade window. For more information look at the top of modules.lua SHOP_TRADEREQUEST = {'offer', 'trade'} -- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua SHOP_YESWORD = {'yes'} SHOP_NOWORD = {'no'} -- Pattern used to get the amount of an item a player wants to buy/sell. PATTERN_COUNT = '%d+' -- Talkdelay behavior. For more information, look at the top of npchandler.lua. NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK -- Conversation behavior. For more information, look at the top of npchandler.lua. NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE -- Constant strings defining the keywords to replace in the default messages. -- For more information, look at the top of npchandler.lua... TAG_PLAYERNAME = '|PLAYERNAME|' TAG_ITEMCOUNT = '|ITEMCOUNT|' TAG_TOTALCOST = '|TOTALCOST|' TAG_ITEMNAME = '|ITEMNAME|' TAG_QUEUESIZE = '|QUEUESIZE|' NpcSystem = {} -- Gets an npcparameter with the specified key. Returns nil if no such parameter is found. function NpcSystem.getParameter(key) local ret = getNpcParameter(tostring(key)) if((type(ret) == 'number' and ret == 0) or ret == nil) then return nil else return ret end end -- Parses all known parameters for the npc. Also parses parseable modules. function NpcSystem.parseParameters(npcHandler) local ret = NpcSystem.getParameter('idletime') if(ret ~= nil) then npcHandler.idleTime = tonumber(ret) end local ret = NpcSystem.getParameter('talkradius') if(ret ~= nil) then npcHandler.talkRadius = tonumber(ret) end local ret = NpcSystem.getParameter('message_greet') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_GREET, ret) end local ret = NpcSystem.getParameter('message_farewell') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_FAREWELL, ret) end local ret = NpcSystem.getParameter('message_decline') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_DECLINE, ret) end local ret = NpcSystem.getParameter('message_needmorespace') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NEEDMORESPACE, ret) end local ret = NpcSystem.getParameter('message_needspace') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NEEDSPACE, ret) end local ret = NpcSystem.getParameter('message_sendtrade') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_SENDTRADE, ret) end local ret = NpcSystem.getParameter('message_noshop') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NOSHOP, ret) end local ret = NpcSystem.getParameter('message_oncloseshop') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ONCLOSESHOP, ret) end local ret = NpcSystem.getParameter('message_onbuy') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ONBUY, ret) end local ret = NpcSystem.getParameter('message_onsell') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ONSELL, ret) end local ret = NpcSystem.getParameter('message_missingmoney') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_MISSINGMONEY, ret) end local ret = NpcSystem.getParameter('message_needmoney') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NEEDMONEY, ret) end local ret = NpcSystem.getParameter('message_missingitem') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_MISSINGITEM, ret) end local ret = NpcSystem.getParameter('message_needitem') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_NEEDITEM, ret) end local ret = NpcSystem.getParameter('message_idletimeout') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret) end local ret = NpcSystem.getParameter('message_walkaway') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_WALKAWAY, ret) end local ret = NpcSystem.getParameter('message_alreadyfocused') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret) end local ret = NpcSystem.getParameter('message_placedinqueue') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret) end local ret = NpcSystem.getParameter('message_buy') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_BUY, ret) end local ret = NpcSystem.getParameter('message_sell') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_SELL, ret) end local ret = NpcSystem.getParameter('message_bought') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_BOUGHT, ret) end local ret = NpcSystem.getParameter('message_sold') if(ret ~= nil) then npcHandler:setMessage(MESSAGE_SOLD, ret) end -- Parse modules. for parameter, module in pairs(Modules.parseableModules) do local ret = NpcSystem.getParameter(parameter) if(ret ~= nil) then local number = tonumber(ret) if(number ~= nil and number ~= 0) then npcHandler:addModule(module:new()) end end end end end @Vodkart
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