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Tutorial Fixy

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TriamerA

The Mystic One.
Joined
Nov 16, 2008
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Location
Poland
Exhausted na Kupowanie:


NPC.LUA
Code:
function selfSayChannel(cid, message)
	return selfSay(message, cid, false)
end

function selfMoveToThing(id)
	errors(false)
	local thing = getThing(id)

	errors(true)
	if(thing.uid == 0) then
		return
	end

	local t = getThingPosition(id)
	selfMoveTo(t.x, t.y, t.z)
	return
end

function selfMoveTo(x, y, z)
	local position = {x = 0, y = 0, z = 0}
	if(type(x) ~= "table") then
		position = Position(x, y, z)
	else
		position = x
	end

	if(isValidPosition(position)) then
		doSteerCreature(getNpcId(), position)
	end
end

function selfMove(direction, flags)
	local flags = flags or 0
	doMoveCreature(getNpcId(), direction, flags)
end

function selfTurn(direction)
	doCreatureSetLookDirection(getNpcId(), direction)
end

function getNpcDistanceTo(id)
	errors(false)
	local thing = getThing(id)

	errors(true)
	if(thing.uid == 0) then
		return nil
	end

	local c = getCreaturePosition(id)
	if(not isValidPosition(c)) then
		return nil
	end

	local s = getCreaturePosition(getNpcId())
	if(not isValidPosition(s) or s.z ~= c.z) then
		return nil
	end

	return math.max(math.abs(s.x - c.x), math.abs(s.y - c.y))
end

function doMessageCheck(message, keyword)
	if(type(keyword) == "table") then
		return table.isStrIn(keyword, message)
	end

	local a, b = message:lower():find(keyword:lower())
	if(a ~= nil and b ~= nil) then
		return true
	end

	return false
end

function doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack)
	local amount, subType, ignoreCap, item = amount or 1, subType or 1, ignoreCap and true or false, 0
local exhaustionInSeconds = 2
        local storage = 34231
    if(exhaustion.check(cid, storage) == true) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You cant buy it so fast.")
        return 0
    end
exhaustion.set(cid, storage, exhaustionInSeconds)

	if(isItemStackable(itemid)) then
		if(isItemRune(itemid)) then
			amount = amount * subType
                exhaustion.set(cid, storage, exhaustionInSeconds)
		end




		local count = amount
		repeat
			item = doCreateItemEx(itemid, math.min(100, count))
			if(doPlayerAddItemEx(cid, item, ignoreCap) ~= RETURNVALUE_NOERROR) then
                exhaustion.set(cid, storage, exhaustionInSeconds)
				return 0, 0
			end

			count = count - math.min(100, count)
		until count == 0
		return amount, 0
	end

	local a = 0
	if(inBackpacks) then
		local container, b = doCreateItemEx(backpack, 1), 1
		for i = 1, amount do
			item = doAddContainerItem(container, itemid, subType)
			if(itemid == ITEM_PARCEL) then
				doAddContainerItem(item, ITEM_LABEL)
                exhaustion.set(cid, storage, exhaustionInSeconds)
			end

			if(isInArray({(getContainerCapById(backpack) * b), amount}, i)) then
				if(doPlayerAddItemEx(cid, container, ignoreCap) ~= RETURNVALUE_NOERROR) then
                	exhaustion.set(cid, storage, exhaustionInSeconds)
					b = b - 1
					break
				end

				a = i
				if(amount > i) then
					container = doCreateItemEx(backpack, 1)
                exhaustion.set(cid, storage, exhaustionInSeconds)
					b = b + 1
				end
			end
		end

		return a, b
	end

	for i = 1, amount do
		item = doCreateItemEx(itemid, subType)
		if(itemid == ITEM_PARCEL) then
			doAddContainerItem(item, ITEM_LABEL)
                exhaustion.set(cid, storage, exhaustionInSeconds)
		end

		if(doPlayerAddItemEx(cid, item, ignoreCap) ~= RETURNVALUE_NOERROR) then
	                exhaustion.set(cid, storage, exhaustionInSeconds)
			break
		end

		a = i
	end

	return a, 0
end

function doRemoveItemIdFromPosition(id, n, position)
	local thing = getThingFromPos({x = position.x, y = position.y, z = position.z, stackpos = 1})
	if(thing.itemid ~= id) then
		return false
	end

	doRemoveItem(thing.uid, n)
	return true
end

function getNpcName()
	return getCreatureName(getNpcId())
end

function getNpcPos()
	return getThingPosition(getNpcId())
end

function selfGetPosition()
	local t = getThingPosition(getNpcId())
	return t.x, t.y, t.z
end

msgcontains = doMessageCheck
moveToPosition = selfMoveTo
moveToCreature = selfMoveToThing
selfMoveToCreature = selfMoveToThing
selfMoveToPosition = selfMoveTo
isPlayerPremiumCallback = isPremium
doPosRemoveItem = doRemoveItemIdFromPosition
doRemoveItemIdFromPos = doRemoveItemIdFromPosition
doNpcBuyItem = doPlayerRemoveItem
doNpcSetCreatureFocus = selfFocus
getNpcCid = getNpcId
getDistanceTo = getNpcDistanceTo
getDistanceToCreature = getNpcDistanceTo
getNpcDistanceToCreature = getNpcDistanceTo


NPCHANDLER.LUA

Code:
-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.

if(NpcHandler == nil) then
	local storage, duration = 1337, 2
	-- 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 = 400, -- 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(not isCreature(newFocus)) then
			return
		end

		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			if(self:isFocused(newFocus, true)) then
				return
			end

			table.insert(self.focuses, newFocus)
		else
			self.focuses = newFocus
		end

		self:updateFocus(true)
	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, creatureCheck)
		local creatureCheck = creatureCheck or false
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for k, v in pairs(self.focuses) do
				if(v == focus) then
					if(creatureCheck or isCreature(v)) then
						return true
					end

					self:internalReleaseFocus(focus, k)
					return false
				end
			end

			return false
		end

		if(creatureCheck or isCreature(self.focuses)) then
			return self.focuses == focus
		end

		self:changeFocus(0)
		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(creatureCheck)
		local creatureCheck = creatureCheck or false
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for _, focus in pairs(self.focuses) do
				if(creatureCheck or isCreature(focus)) then
					doNpcSetCreatureFocus(focus)
					return
				end
			end
		elseif(creatureCheck or isCreature(self.focuses)) then
			doNpcSetCreatureFocus(self.focuses)
			return
		end

		doNpcSetCreatureFocus(0)
	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

			if(pos ~= nil) then
				self:internalReleaseFocus(focus, pos)
				closeShopWindow(focus)
			end
		elseif(self.focuses == focus) then
			self:changeFocus(0)
			if(isCreature(focus)) then
				closeShopWindow(focus)
			end
		end
	end

	-- Internal un-focusing function, beware using!
	function NpcHandler:internalReleaseFocus(focus, pos)
		if(type(self.focuses) ~= "table" or pos == nil or self.focuses[pos] == nil) then
			return
		end

		table.remove(self.focuses, pos)
		self.talkStart[focus] = nil
		self:updateFocus()
	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 _, 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)
		for search, replace in pairs(parseInfo) do
			if(replace ~= nil) then
				msg = msg:gsub(search, replace)
			end
		end

		return msg
	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:getMessage(MESSAGE_FAREWELL)
					local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
					msg = self:parseMessage(msg, parseInfo)

					self:say(msg, cid)
					self:releaseFocus(cid)
					self:say(msg)
				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:getMessage(MESSAGE_GREET)
					local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
					msg = self:parseMessage(msg, parseInfo)

					self:say(msg)
					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
						elseif(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
							self.talkStart[cid] = os.time()
						else
							self.talkStart = 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, 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)
	if (os.time() - getPlayerStorageValue(cid, storage)) >= duration then
			setPlayerStorageValue(cid, storage, os.time())
		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(cid, itemid, subType, amount, ignoreCap, inBackpacks)
	if (os.time() - getPlayerStorageValue(cid, storage)) >= duration then
			setPlayerStorageValue(cid, storage, os.time())
		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
		else
		return false
		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
			for i, speech in pairs(self.talkDelay) do
				if(speech.cid ~= nil and isCreature(speech.cid) and speech.start ~= nil and speech.time ~= nil and speech.message ~= nil) then
					if(os.mtime() >= speech.time) then
						local talkStart = (NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT and self.talkStart[speech.cid] or self.talkStart)
						if(self:isFocused(speech.cid) and talkStart == speech.start) then
							if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
								selfSay(speech.message, speech.cid)
							else
								selfSay(speech.message)
							end
						end

						self.talkDelay[i] = nil
					end
				else
					self.talkDelay[i] = nil
				end
			end

			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
					for _, 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
						local msg = self:getMessage(MESSAGE_WALKAWAY)
						local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
						msg = self:parseMessage(msg, parseInfo)

						self:say(msg, cid)
						self:releaseFocus(cid)
						self:say(msg)
					end
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local distance = getNpcDistanceTo(cid) or -1
		return distance ~= -1 and 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.
	function NpcHandler:say(message, focus, delay)
		local delay = delay or 0
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE and delay <= 0) then
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				selfSay(message, focus)
			else
				selfSay(message)
			end

			return
		end

		-- TODO: Add an event handling method for delayed messages
		table.insert(self.talkDelay, {
			cid = focus,
			message = message,
			time = os.mtime() + (delay <= 0 and self.talkDelayTime or delay),
			start = os.time()
		})
	end
end

Proponuje także wyłączyć opcje ignorowania CAPA.
Oraz upewnić się że nikt z graczy nie ma ponad 7k CAPA.
Można powodować ładne lagi, pozdrowienia w strone k44.
Proponuje dać limit nieudanych prób logowań na konto poprzez stronę (anty hack).
Ewentualnie jak ktoś ogarnia to dać anty proxy.
Dobre recaptcha to podstawa.
Exabotdefender to podstawa.
Exhausted na każdą komendę korzystającą z bazy.


8.6 - Limit itemów na kratkę wszędzie! Najlepiej koło 70.
8.54 - w drzwiach lvlowych zrobić takiego sqm żeby nic nie można było rzucać, quest doors także oraz mostki - Pozdrowienia w strone Cipsoftu ;d

Ciekawy jestem jak by to było gdyby nikt nikogo nie dał rady dojechać ;>

Zapomniałem o creaturescripts ANTY LOG SPAM:
Code:
local condition = createConditionObject(CONDITION_INFIGHT)
setConditionParam(condition, CONDITION_PARAM_TICKS, 5 * 1000)

function onLogin(cid)
	doAddCondition(cid, condition)
	return true
end


Skrypt na anty "Dance Debug" Credits to Xardian.

Code:
function onDirection(cid, old, current)
	local storage = 123456
	local triesStorage = 123457
	local set = 0
 
	if (exhaustion.check(cid, storage)) then
		local tries = getCreatureStorage(cid, triesStorage)
 
		if (tries >= 5) then
			doCreatureAddHealth(cid, -(getCreatureMaxHealth(cid) * 0.25))
		else
			set = tries + 1
		end
	end
 
	doCreatureSetStorage(cid, triesStorage, set)
	exhaustion.make(cid, storage, 1)
	return true
end
 
Last edited:
O co chodzi z tym capem? w czym problem gdy ktoś ma ponad 7k? na 3/4 ots fun mają 324234234 capa?
 
Ciekawy jestem jak by to było gdyby nikt nikogo nie dał rady dojechać ;>

Nie masz co byc ciekawym - bedzie jak bylo.

Zawsze znajdzie sie jakis sposob na dojechanie kogos
 
O co chodzi z tym capem? w czym problem gdy ktoś ma ponad 7k? na 3/4 ots fun mają 324234234 capa?

Jak zoptymalizujesz funkcje ktora szuka wolnego miejsca w plecaku to nie musisz patrzeć na capa.
 
Last edited:
lepiej dac limit na kratke 5 itemow ;] przy 10 juz mozna zjechac serwa
 
jestem ciekawe kto odkryl bug z
!joinguild !leave !disband ...
Przeciez gdyby on chcial i nikomu nie mowiac rozjebac kazdy ots ;)
 
Otserv już szykuje poprawke na to, cipsoft po moim występku naprawił to tak, że przenosi 50 k itemow bez problemu.
A sposoby są, mam jeszcze wiele ciekawych pomysłów, ale zachowam to dla siebie.
Temat założyłem, bo ludzie niszczą sobie serwery bez powodu.
 
Last edited:
Otserv już szykuje poprawke na to, cipsoft po moim występku naprawił to tak, że przenosi 50 k itemow bez problemu.
A sposoby są, mam jeszcze wiele ciekawych pomysłów, ale zachowam to dla siebie.
Temat założyłem, bo ludzie niszczą sobie serwery bez powodu.

Tak naprawde, żeby mieć 100 % pewność że nie ma sposobu na crasha, trzeba by wszystkie skrypty albo przepisać, albo sprawdzić dokładnie linijka po linijce. Do tego sprawdzić silnik, wszystkie możliwe sposoby na crasha, taki ots trzeba by testować około miesiąc do trzech i to w większą ilość osób.

No i oczywiście dobry serwer, szybkie łącze i dobre zabezpieczenia, jednym słowem jak ktoś szykuje się do porządnego projektu, powinien mieć dobrego adminstratora, a nie później zakładać 10 tematów na otladn na temat ddosów i vpsów.
 
Co zmieniłeś w NPCHANDLER.LUA?

local exhaustionInSeconds = 2
local storage = 34231
if(exhaustion.check(cid, storage) == true) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You cant buy it so fast.")
return 0
end

Możliwe, że coś jeszcze, ale nie chce mi się szukać.
 
Tak naprawde, żeby mieć 100 % pewność że nie ma sposobu na crasha, trzeba by wszystkie skrypty albo przepisać, albo sprawdzić dokładnie linijka po linijce. Do tego sprawdzić silnik, wszystkie możliwe sposoby na crasha, taki ots trzeba by testować około miesiąc do trzech i to w większą ilość osób.

No i oczywiście dobry serwer, szybkie łącze i dobre zabezpieczenia, jednym słowem jak ktoś szykuje się do porządnego projektu, powinien mieć dobrego adminstratora, a nie później zakładać 10 tematów na otladn na temat ddosów i vpsów.

na 1000playerow wystarczy 15mbps
 
Ja w hosteam mając chyba ze 20mb nigdy nie zostałem dotknięty przez ping.
A miałem ponad 1000 graczy.
 
Donaj, serio wystarcza 15mbps + firewall przed ddosami:p
 
Otserv już szykuje poprawke na to, cipsoft po moim występku naprawił to tak, że przenosi 50 k itemow bez problemu.
A sposoby są, mam jeszcze wiele ciekawych pomysłów, ale zachowam to dla siebie.
Temat założyłem, bo ludzie niszczą sobie serwery bez powodu.


Po jakim wystepku ?

Donaj na prezydenTa
 
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