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Solved Changing the talk with NPC's. "Yes", "no"...

FilipeJF

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Joined
Jan 9, 2012
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I want to make my server in english and portuguese.
But, the problem is at npcsystem.lua:

Code:
   -- 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', 'sim'}
    SHOP_NOWORD = {'no', 'não'}


I see at the top of modules.lua and only find it:

Code:
  -- Constants used to separate buying from selling.
    SHOPMODULE_SELL_ITEM = 1
    SHOPMODULE_BUY_ITEM = 2
    SHOPMODULE_BUY_ITEM_CONTAINER = 3

How can I put more talks (in case "sim" and "no" with the yes and no) into npc's?
 
Not tested, just looked how it might work.

Edit each module: TravelModule, OutfitModule, ShopModule.
First find the attribute definition.
Search for: %module_name% = { example: TravelModule = {
Change:
Code:
        yesNode = nil,
        noNode = nil,

to:
Code:
        yesNode = {},
        noNode = {},

In each modules :init method you change:
Code:
        self.yesNode = KeywordNode:new(SHOP_YESWORD, TravelModule.onConfirm, {module = self})
        self.noNode = KeywordNode:new(SHOP_NOWORD, TravelModule.onDecline, {module = self})

to:
Code:
for i = 1, #SHOP_YESWORD do
    table.insert(self.yesNode, KeywordNode:new(SHOP_YESWORD[i], TravelModule.onConfirm, {module = self}))
end
for i = 1, #SHOP_NOWORD do
    table.insert(self.noNode, KeywordNode:new(SHOP_NOWORD[i], TravelModule.onDecline, {module = self}))
end

And everywhere you find:
Code:
        node:addChildKeywordNode(self.yesNode)
        node:addChildKeywordNode(self.noNode)

change it to:
Code:
for i = 1, #self.yesNode do
    node:addChildKeywordNode(self.yesNode[i])
end
for i = 1, #self.noNode do
    node:addChildKeywordNode(self.noNode[i])
end
 
I put it correct, I think. But in the script I need to add "sim" in somewhere? If yes, where I need to put "yes"? (The "não" message is working fine, only addicting at npcsystem).
 
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