Hi, i'v one bug on all of my npcs when i change the rev from 3777 to 3884.
I'm using windows.
I copy the Lib who works on 3777 to 3884 and have this:
I change the Lib to 3884 and have this:
NPC Handler who works but just in 3777 rev
NPC Handler from rev 3884.
Posted in reply (too long)
Lugri (Isn't just this NPC, is all npcs that is just an exemple).
The NPC 'born' and walk normally.. the bugs appear when i say "Hi", or "hello".
I'm using windows.
I copy the Lib who works on 3777 to 3884 and have this:
I change the Lib to 3884 and have this:
NPC Handler who works but just in 3777 rev
Lua:
-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.
if(NpcHandler == nil) then
local eventSay, eventSayInDefault = {}, 0
-- Constant talkdelay behaviors.
TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
TALKDELAY_EVENT = 2 -- Not yet implemented
-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK
-- Constant conversation behaviors.
CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
--Small Note: Private conversations also means the NPC will use multi-focus system.
-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE
-- 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_PLACEDINQUEUE = 22 -- When the player has been placed in the costumer queue.
-- Constant indexes for callback functions. These are also used for module callback ids.
CALLBACK_CREATURE_APPEAR = 1
CALLBACK_CREATURE_DISAPPEAR = 2
CALLBACK_CREATURE_SAY = 3
CALLBACK_ONTHINK = 4
CALLBACK_GREET = 5
CALLBACK_FAREWELL = 6
CALLBACK_MESSAGE_DEFAULT = 7
CALLBACK_PLAYER_ENDTRADE = 8
CALLBACK_PLAYER_CLOSECHANNEL = 9
CALLBACK_ONBUY = 10
CALLBACK_ONSELL = 11
-- Addidional module callback ids
CALLBACK_MODULE_INIT = 12
CALLBACK_MODULE_RESET = 13
-- Constant strings defining the keywords to replace in the default messages.
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'
NpcHandler = {
keywordHandler = nil,
focuses = nil,
talkStart = nil,
idleTime = 300,
talkRadius = 3,
talkDelayTime = 1, -- Seconds to delay outgoing messages.
queue = nil,
talkDelay = nil,
callbackFunctions = nil,
modules = nil,
shopItems = nil, -- They must be here since ShopModule uses "static" functions
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = 'Welcome, |PLAYERNAME|! I have been expecting you.',
[MESSAGE_FAREWELL] = 'Good bye, |PLAYERNAME|!',
[MESSAGE_BUY] = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONBUY] = 'It was a pleasure doing business with you.',
[MESSAGE_BOUGHT] = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_SELL] = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONSELL] = 'Thank you for this |ITEMNAME|, |PLAYERNAME| gold.',
[MESSAGE_SOLD] = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_MISSINGMONEY] = 'Sorry, you don\'t have enough money.',
[MESSAGE_NEEDMONEY] = 'You do not have enough money.',
[MESSAGE_MISSINGITEM] = 'You don\'t even have that item, |PLAYERNAME|!',
[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] = 'Next, please!',
[MESSAGE_WALKAWAY] = 'How rude!',
[MESSAGE_DECLINE] = 'Not good enough, is it... ?',
[MESSAGE_SENDTRADE] = 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
[MESSAGE_NOSHOP] = 'Sorry, I\'m not offering anything.',
[MESSAGE_ONCLOSESHOP] = 'Thank you, come back when you want something more.',
[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',
[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
}
}
-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.callbackFunctions = {}
obj.modules = {}
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
obj.focuses = {}
obj.talkStart = {}
else
obj.queue = Queue:new(obj)
obj.focuses = 0
obj.talkStart = 0
end
obj.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(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(self:isFocused(newFocus)) then
return
end
table.insert(self.focuses, newFocus)
else
self.focuses = newFocus
end
self:updateFocus()
end
NpcHandler.changeFocus = NpcHandler.addFocus --"changeFocus" looks better for CONVERSATION_DEFAULT
-- Function used to verify if npc is focused to certain player
function NpcHandler:isFocused(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for k,v in pairs(self.focuses) do
if v == focus then
return true
end
end
return false
end
return (self.focuses == focus)
end
-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
-- Should also be called whenever a new player is focused.
function NpcHandler:updateFocus()
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
doNpcSetCreatureFocus(focus)
return
end
end
doNpcSetCreatureFocus(0)
else
doNpcSetCreatureFocus(self.focuses)
end
end
-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(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
table.remove(self.focuses, pos)
self.talkStart[focus] = nil
closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
self:updateFocus()
else
closeShopWindow(focus)
self:changeFocus(0)
end
end
-- Returns the callback function with the specified id or nil if no such callback function exists.
function NpcHandler:getCallback(id)
local ret = nil
if(self.callbackFunctions ~= nil) then
ret = self.callbackFunctions[id]
end
return ret
end
-- Changes the callback function for the given id to callback.
function NpcHandler:setCallback(id, callback)
if(self.callbackFunctions ~= nil) then
self.callbackFunctions[id] = callback
end
end
-- Adds a module to this npchandler and inits it.
function NpcHandler:addModule(module)
if(self.modules == nil or module == nil) then
return false
end
module:init(self)
if(module.parseParameters ~= nil) then
module:parseParameters()
end
table.insert(self.modules, module)
return true
end
-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
function NpcHandler:processModuleCallback(id, ...)
local ret = true
for i, module in pairs(self.modules) do
local tmpRet = true
if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
tmpRet = module:callbackOnCreatureAppear(unpack(arg))
elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
tmpRet = module:callbackOnCreatureDisappear(unpack(arg))
elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
tmpRet = module:callbackOnCreatureSay(unpack(arg))
elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))
elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))
elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
tmpRet = module:callbackOnBuy(unpack(arg))
elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
tmpRet = module:callbackOnSell(unpack(arg))
elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
tmpRet = module:callbackOnThink(unpack(arg))
elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
tmpRet = module:callbackOnGreet(unpack(arg))
elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
tmpRet = module:callbackOnFarewell(unpack(arg))
elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
tmpRet = module:callbackOnMessageDefault(unpack(arg))
elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
tmpRet = module:callbackOnModuleReset(unpack(arg))
end
if(not tmpRet) then
ret = false
break
end
end
return ret
end
-- Returns the message represented by id.
function NpcHandler:getMessage(id)
local ret = nil
if(self.messages ~= nil) then
ret = self.messages[id]
end
return ret
end
-- Changes the default response message with the specified id to newMessage.
function NpcHandler:setMessage(id, newMessage)
if(self.messages ~= nil) then
self.messages[id] = newMessage
end
end
-- Translates all message tags found in msg using parseInfo
function NpcHandler:parseMessage(msg, parseInfo)
local ret = msg
for search, replace in pairs(parseInfo) do
ret = string.gsub(ret, search, replace)
end
return ret
end
-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end
local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:parseMessage(self:getMessage(MESSAGE_FAREWELL), { [TAG_PLAYERNAME] = getCreatureName(cid) })
self:say(msg, cid, true)
self:releaseFocus(cid)
self:say(msg, cid)
end
end
end
end
-- Greets a new player.
function NpcHandler:greet(cid)
if(cid ~= 0) then
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:parseMessage(self:getMessage(MESSAGE_GREET), { [TAG_PLAYERNAME] = getCreatureName(cid) })
self:say(msg, cid, true)
self:addFocus(cid)
self:say(msg, cid)
end
end
end
end
-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
function NpcHandler:onCreatureAppear(cid)
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(cid)
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(cid, class, msg)
local callback = self:getCallback(CALLBACK_CREATURE_SAY)
if(callback == nil or callback(cid, class, msg)) then
if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
if(not self:isInRange(cid)) then
return
end
if(self.keywordHandler ~= nil) then
if((self:isFocused(cid) and (class == TALKTYPE_PRIVATE_PN or NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT)) or not self:isFocused(cid)) then
local ret = self.keywordHandler:processMessage(cid, msg)
if(not ret) then
local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
if(callback ~= nil and callback(cid, class, msg)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
else
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
end
end
end
end
end
-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
function NpcHandler:onPlayerEndTrade(cid)
local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid, class, msg)) then
if(self:isFocused(cid)) then
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
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(cid)
local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid, class, 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(cid, itemid, subType, amount, ignoreCap, inBackpacks)
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(cid, itemid, subType, amount, ignoreCap, inBackpacks)
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 onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
function NpcHandler:onThink()
local callback = self:getCallback(CALLBACK_ONTHINK)
if(callback == nil or callback()) then
if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for cid, talkDelay in pairs(self.talkDelay) do
if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
selfSay(talkDelay.message, cid)
self.talkDelay[cid] = nil
end
end
elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
selfSay(self.talkDelay.message)
self.talkDelay.time = nil
self.talkDelay.message = nil
end
end
if(self:processModuleCallback(CALLBACK_ONTHINK)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
if(not self:isInRange(focus)) then
self:onWalkAway(focus)
elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
self:unGreet(focus)
else
self:updateFocus()
end
end
end
elseif(self.focuses ~= 0) then
if(not self:isInRange(self.focuses)) then
self:onWalkAway(self.focuses)
elseif(os.time()-self.talkStart > self.idleTime) then
self:unGreet(self.focuses)
else
self:updateFocus()
end
end
end
end
end
-- Tries to greet the player with the given cid.
function NpcHandler:onGreet(cid)
if(self:isInRange(cid)) then
if(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then
if(not self:isFocused(cid)) then
self:greet(cid)
return
end
elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) then
if(self.focuses == 0) then
self:greet(cid)
elseif(self.focuses == cid) then
local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
else
if(not self.queue:isInQueue(cid)) then
self.queue:push(cid)
end
local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
end
end
end
end
-- Simply calls the underlying unGreet function.
function NpcHandler:onFarewell(cid)
self:unGreet(cid)
end
-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
function NpcHandler:onWalkAway(cid)
if(self:isFocused(cid)) then
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self.queue == nil or not self.queue:greetNext()) then
self:releaseFocus(cid)
self:say(self:parseMessage(self:getMessage(MESSAGE_WALKAWAY), { [TAG_PLAYERNAME] = getPlayerName(cid) }))
end
end
end
end
end
-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
local distance = getDistanceTo(cid) or -1
if(distance == -1) then
return false
end
return (distance <= self.talkRadius)
end
-- Resets the npc into it's initial state (in regard of the keyrodhandler).
-- All modules are also receiving a reset call through their callbackOnModuleReset function.
function NpcHandler:resetNpc()
if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
self.keywordHandler:reset()
end
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 false.
_say = function(message, focus, publicize, shallDelay, delay)
if not focus then
stopEvent(eventSayInDefault)
eventSayInDefault = addEvent(function(z) doCreatureSay(z[1], z[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
return
elseif type(message) == "table" then
return doNPCTalkALot(message, delay or 10000, focus)
elseif eventDelayedSay[focus] then
cancelNPCTalk(eventDelayedSay[focus])
end
local shallDelay = not shallDelay and true or shallDelay
if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
selfSay(message, focus, publicize and TRUE or FALSE)
return
else
selfSay(message)
return
end
end
if NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT then
stopEvent(eventSay[focus])
eventSay[focus] = addEvent(function(x) if isPlayer(x[3]) == TRUE then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
if(publicize) then
addEvent(function(y) local spectators = getSpectators(getCreaturePosition(y[1]), 7, 5, false) for i = 1, #spectators do if spectators[i] == y[3] then table.remove(spectators, i) break end end if #spectators > 0 then for i, tid in ipairs(spectators) do if(isPlayer(tid) == TRUE) then doCreatureSay(y[1], y[2], TALKTYPE_SAY, false, tid, getCreaturePosition(getNpcCid())) end end end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
end
else
addEvent(function(x) doCreatureSay(x[1], x[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
end
end
function NpcHandler:say(message, focus, publicize, shallDelay, delay)
_say(message, focus, publicize, shallDelay, delay)
end
_selfSay = selfSay
selfSay = _say
end
NPC Handler from rev 3884.
Posted in reply (too long)
Lugri (Isn't just this NPC, is all npcs that is just an exemple).
Lua:
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
-- Storage IDs --
fwizard = 22013
swizard = 22014
newaddon = 'Ah, right! The wizard skull mask or wizard snake tiara! Here you go.'
noitems = 'You do not have all the required items.'
noitems2 = 'You do not have all the required items or you do not have the outfit, which by the way, is a requirement for this addon.'
already = 'It seems you already have this addon, don\'t you try to mock me son!'
function WizardSecond(cid, message, keywords, parameters, node)
if(not npcHandler:isFocused(cid)) then
return false
end
if isPremium(cid) then
addon = getPlayerStorageValue(cid,swizard)
if addon == -1 then
if getPlayerItemCount(cid,2488) >= 1 and getPlayerItemCount(cid,2123) >= 1 and getPlayerItemCount(cid,2492) >= 1 and getPlayerItemCount(cid,2536) >= 1 then
if doPlayerRemoveItem(cid,2488,1) and doPlayerRemoveItem(cid,2123,1) and doPlayerRemoveItem(cid,2492,1) and doPlayerRemoveItem(cid,2536,1) then
npcHandler:say('Ah, right! The wizard skull mask or wizard snake tiara! Here you go.')
doSendMagicEffect(getCreaturePosition(cid), 13)
setPlayerStorageValue(cid,swizard,1)
if getPlayerSex(cid) == 1 then
doPlayerAddOutfit(cid, 145, 2)
elseif getPlayerSex(cid) == 0 then
doPlayerAddOutfit(cid, 149, 2)
end
end
else
selfSay(noitems)
end
else
selfSay(already)
end
end
end
node1 = keywordHandler:addKeyword({'skull mask'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'To get wizard skull mask you need give me a dragon scale mail, a pair of crown legs, a medusa shield and a ring of the sky. Do you have them with you?'})
node1:addChildKeyword({'yes'}, WizardSecond, {})
node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then. Come back when you got all neccessary items.', reset = true})
node2 = keywordHandler:addKeyword({'snake tiara'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'To get wizard snake tiara you need give me a dragon scale mail, a pair of crown legs, a medusa shield and a ring of the sky. Do you have them with you?'})
node2:addChildKeyword({'yes'}, WizardSecond, {})
node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then. Come back when you got all neccessary items.', reset = true})
node3 = keywordHandler:addKeyword({'addon'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'To get wizard snake tiara you need give me a dragon scale mail, a pair of crown legs, a medusa shield and a ring of the sky. Do you have them with you?'})
node3:addChildKeyword({'yes'}, WizardSecond, {})
node3:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then. Come back when you got all neccessary items.', reset = true})
npcHandler:addModule(FocusModule:new())
The NPC 'born' and walk normally.. the bugs appear when i say "Hi", or "hello".
Last edited: