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Lua Error script NPC ( doCreatureSay )

crock-linux

Copa In Brasil
Joined
Dec 29, 2007
Messages
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Hello friends

can someone help me?

I'm using version 1.0 and I'm having problems in scripts npc

error hi when speaking with npc
Code:
Lua Script Error: [Main Interface]
In a timer event called from:
(Unknown scriptfile)
data / npc / lib / npcsystem / npchandler.lua: 599: attempt to call global 'doCreatureSay' (a nil value)
stack traceback:
         [C]: in function 'doCreatureSay'
         data / npc / lib / npcsystem / npchandler.lua: 599: in function <data/npc/lib/npcsystem/npchandler.lua:599>


npchandler.lua
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|"

	NpcHandler = {
		keywordHandler = nil,
		focuses = nil,
		talkStart = nil,
		idleTime = 86400,
		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

		table.insert(self.focuses, 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 k,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 pos, 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
			table.remove(shop_amount, focus)
			table.remove(shop_cost, focus)
			table.remove(shop_rlname, focus)
			table.remove(shop_itemid, focus)
			table.remove(shop_container, focus)
			table.remove(shop_npcuid, focus)
			table.remove(shop_eventtype, focus)
			table.remove(shop_subtype, focus)
			table.remove(shop_destination, focus)
			table.remove(shop_premium, focus)
		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
		table.remove(self.focuses, pos)

		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 isPlayer(focus) == TRUE 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
			table.insert(self.modules, 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 i, 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
		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()) then
			if(self:processModuleCallback(CALLBACK_FAREWELL)) then
				local msg = self:getMessage(MESSAGE_FAREWELL)
				local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(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)
		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:getMessage(MESSAGE_GREET)
					local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
					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(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)
		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(cid, msgtype, msg)
		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(cid)
		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 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, 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(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 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 pos, 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)
		if(self:isInRange(cid)) then
			if(not self:isFocused(cid)) then
				self:greet(cid)
				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 playerName = getPlayerName(cid)
					if not playerName then
						playerName = -1
					end

					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 getPlayerSex(cid) == 0 then
							selfSay(message_female)
						else
							selfSay(message_male)
						end
					elseif message ~= "" then
						selfSay(message)
					end
					self:releaseFocus(cid)
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local distance = isPlayer(cid) == TRUE 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()
		if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
			self.keywordHandler:reset()
		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 10000)) + 1000, self.eventDelayedSay[pcid][aux], pcid)
			table.insert(ret, 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 10000, 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(x) if isPlayer(x[3]) then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, self.talkDelayTime * 1000, {getNpcCid(), message, focus})
	end
end

NPC script: Captain Seahorse.xml

XML:
<?xml version="1.0" encoding="UTF-8"?>
<npc name="Captain Seahorse" script="data/npc/scripts/Captain Seahorse.lua" walkinterval="2000" floorchange="0">
<health now="100" max="100"/>
<look type="129" head="19" body="113" legs="95" feet="115" addons="0"/>
    <parameters>
        <parameter key="module_travel" value="1"/>
		<parameter key="message_greet" value="Hello |PLAYERNAME|. If you don't know where to flow, say {travel}."/>
        <parameter key="travel_destinations" value="gray island,33194,31984,7,100;thais,32311,32210,6,0;venore,32954,32022,6,0;liberty bay,32285,32891,6,0;yalahar,32816,31272,6,0;ab dendriel,32734,31668,6,0;carlin,32387,31821,6,0;ankrahmun,33092,32884,6,0;darashia,33289,32481,6,0;port hope,32529,32784,6,0;goroma,32161,32558,6,0;svargrond,32341,31108,6,0."/>
</parameters>
</npc>

Captain Seahorse.lua

Lua:
local keywordHandler = KeywordHandler:new()
        local npcHandler = NpcHandler:new(keywordHandler)
        NpcSystem.parseParameters(npcHandler)
        
        
        
        -- OTServ event handling functions start
        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
        -- OTServ event handling functions end
        
        
        -- Don't forget npcHandler = npcHandler in the parameters. It is required for all StdModule functions!
        local travelNode = keywordHandler:addKeyword({'carlin'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Carlin for 110 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 110, destination = {x=32387, y=31820, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
        
	local travelNode = keywordHandler:addKeyword({'ab\'dendriel'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Ab\'Dendriel for 70 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 70, destination = {x=32734, y=31668, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
        
	local travelNode = keywordHandler:addKeyword({'thais'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Thais for 160 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 160, destination = {x=32310, y=32210, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
        
	local travelNode = keywordHandler:addKeyword({'port hope'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Port Hope for 150 gold??'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 150, destination = {x=32527, y=32784, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
        
	local travelNode = keywordHandler:addKeyword({'ankrahmun'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Ankrahmun for 160 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 160, destination = {x=33092, y=32883, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})

	local travelNode = keywordHandler:addKeyword({'liberty bay'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Liberty Bay for 170 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 170, destination = {x=32285, y=32892, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
			
			local travelNode = keywordHandler:addKeyword({'cormaya'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Cormaya for 20 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 20, destination = {x=33287, y=31955, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
			
			local travelNode = keywordHandler:addKeyword({'venore'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you seek a passage to Venore for 40 gold?'})
        	travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = false, level = 0, cost = 40, destination = {x=32954, y=32022, z=6} })
        	travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'We would like to serve you some time.'})
        
        keywordHandler:addKeyword({'sail'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Where do you want to go? To Thais, Carlin, Ab\'Dendriel, Venore, Port Hope, Ankrahmun, Liberty Bay or the isle Cormaya?'})
        keywordHandler:addKeyword({'job'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I\'m the captain of this sailing ship.'})
		keywordHandler:addKeyword({'captain'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I\'m the captain of this sailing ship.'})
       

        npcHandler:addModule(FocusModule:new())

- - - Updated - - -

resolved
 
Last edited by a moderator:
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