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Lua Script Error: [Npc interface]

Tremefy

New Member
Joined
Sep 9, 2011
Messages
1
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0
Code:
[09/09/2011 12:56:53] Lua Script Error: [Npc interface] 
[09/09/2011 12:56:53] data/npc/scripts/Arkuliuss.lua:onThink
[09/09/2011 12:56:53] data/npc/lib/npcsystem/npchandler.lua:596: table index is nil
[09/09/2011 12:56:53] stack traceback:
[09/09/2011 12:56:53]  [C]: in function '__newindex'
[09/09/2011 12:56:53]  data/npc/lib/npcsystem/npchandler.lua:596: in function 'say'
[09/09/2011 12:56:53]  data/npc/scripts/Arkuliuss.lua:30: in function 'callback'
[09/09/2011 12:56:53]  data/npc/lib/npcsystem/npchandler.lua:462: in function 'onThink'
[09/09/2011 12:56:53]  data/npc/scripts/Arkuliuss.lua:25: in function <data/npc/scripts/Arkuliuss.lua:25>


Arkuliuss.lua

Code:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
 
local Topic = {}
local storageMain = 65100
local storageKill = 65101
local greetMsg = {
	"...if the expected constant is higher than... Hmmm, who are you?? What do you want?",
	"...then I could transform a spell to bend... How can anyone expect me to work under these conditions?? What do you want?",
	"...if my calculations are correct, I will be able to revive... Arrgghh!! What do you want?"
}
local thinkMsg = {
"Oh my! Alverus!! Did you really...?!?! I have to recalculate it to make sure that I made no mistake.",
"...the minimum square deviation could cause a dislocation, in a matter of fact...",
"...it could be possible to bring the sphere to a destination where...",
"...the arithmetical paradox has the same value in a metaphysical way, then...",
"<mumbles>",
"Yes, that's it! The elementary particle are corresponding to the... the ... UNBELIEVEABLE!!! "
}
 
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
 
function thinkCallback(cid)
	local rand = math.random(250)
	if thinkMsg[rand] then
		npcHandler:say(thinkMsg[rand])
	end
	return true
end
 
function greetCallback(cid)
	npcHandler:setMessage(MESSAGE_GREET, greetMsg[math.random(#greetMsg)])
	Topic[cid] = 0
	return true
end
 
function creatureSayCallback(cid, type, msg)
	if(not npcHandler:isFocused(cid)) then
		return false
	elseif msgcontains(msg, "job") then
		npcHandler:say("How dare you asking me this?!? I'm Arkulius - Master of Elements, the HEADMASTER of this academy!!", cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "name") then
		npcHandler:say("I'm Arkulius - Master of Elements, the headmaster of this academy.", cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "help") then
		npcHandler:say("I have better things to do than helping you. See that ice statue over there? My dear friend Alverus needs to be revived!", cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "time") then
		npcHandler:say("Time is an illusion and completely irrelevant to me.", cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "weapon") then
		npcHandler:say("Weapons are for those people who aren't able to use their heads or better what's INSIDE their heads. No offence <coughs>.", cid) -- < Knight; FIXME !!!
		Topic[cid] = 0
	elseif msgcontains(msg, "pits") and msgcontains(msg, "of") and msgcontains(msg, "inferno") then
		npcHandler:say("Yeye, I believe you almost feel like home among all those brainless creatures!", cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "alverus") then
		npcHandler:say({"It happened while he carried out an experiment concerning the creation of the elemental {shrines}. I still get goose bumps just by thinking of it. ...", "You need to know about the process of creating an elemental shrine to understand it completely, but I don't want to go into detail now. ...", "Anyway, his spell had a different outcome than he had planned. He accidentally created an Ice Overlord, pure living elemental ice, who froze him in a blink of an eye."}, cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "shrine") then
		npcHandler:say({"The creation of the elemental shrines is a really complex matter. They are actually nodes, locations where the matching elemental sphere is very close. ...", "The shrine itself is like a portal between our world and the elemental {sphere} and enables us to use the elemental energy emerging from it."}, cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "sphere") and getPlayerLevel(cid) >= 80 then
		npcHandler:say({"There are four spheres we know of: ice, fire, earth and energy. ....<mumbles> Hmmm, should I ask or not?....The heck with it! Now that you know about the spheres ...", "I found a way to visit them. It's VERY dangerous and there is a decent chance that you won't come back BUT if you succeed you'll write history!!! Ask me about that {mission} if you're interested."}, cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "mission") or msgcontains(msg, "quest") then
		local v = getPlayerStorageValue(cid, storageMain)
		if v < 1 then
			if getPlayerLevel(cid) >= 80 then
				if isSorcerer(cid) then
					npcHandler:say({"Okay, listen closely: First of all, you need to gather 20 enchanted rubies in order to go to the fire sphere. Deep under the academy, one floor below the elemental shrines, there is a machine. Put the gems in there and activate it. ...", "Once you got there, find a way to gather elemental fire in any form. You will face fire elementals, that's for sure, but I don't know how the fire is stored. ...", "Anyway, there should be a way to use that elemental fire and strengthen one of the elementals. If my calculations are right, you will create a Fire Overlord who hopefully will consist of some sort of 'concentrated' fire or something similar. ...", "THAT'S what we need!! Are you in on it?"}, cid)
				elseif isDruid(cid) then
					npcHandler:say({"Okay, listen closely: First of all, you need to gather 20 enchanted emeralds in order to go to the earth sphere. Deep under the academy, one floor below the elemental shrines, there is a machine. Put the gems in there and activate it. ...", "Once you got there, find a way to gather elemental earth in any form. You will face earth elementals, that's for sure, but I don't know how the earth is stored. ...", "Anyway, there should be a way to use that elemental earth and strengthen one of the elementals. If my calculations are right, you will create an Earth Overlord who hopefully will consist of some sort of 'concentrated' earth or something similar. ...", "THAT'S what we need!! Are you in on it?"}, cid)
				elseif isPaladin(cid) then
					npcHandler:say({"Okay, listen closely: First of all, you need to gather 20 enchanted sapphires in order to go to the ice sphere. Deep under the academy, one floor below the elemental shrines, there is a machine. Put the gems in there and activate it. ...", "Once you got there, find a way to gather elemental ice in any form. You will face ice elementals, that's for sure, but I don't know how the ice is stored. ...", "Anyway, there should be a way to use that elemental ice and strengthen one of the elementals. If my calculations are right, you will create an Ice Overlord who hopefully will consist of some sort of 'concentrated' ice or something similar. ...", "THAT'S what we need!! Are you in on it?"}, cid)
				elseif isKnight(cid) then
					npcHandler:say({"Okay, listen closely: First of all, you need to gather 20 enchanted amethysts in order to go to the energy sphere. Deep under the academy, one floor below the elemental shrines, there is a machine. Put the gems in there and activate it. ...", "Once you got there, find a way to gather elemental energy in any form. You will face energy elementals, that's for sure, but I don't know how the energy is stored. ...", "Anyway, there should be a way to use that energy and strengthen one of the elementals. If my calculations are right, you will create an Energy Overlord who hopefully will consist of some sort of 'concentrated' energy. ...", "THAT'S what we need!! Are you in on it?"}, cid)
				end
			else
				npcHandler:say("I'm sorry this task is highly dangerous and I need experienced people for it.", cid)
				Topic[cid] = 0
				return
			end
			Topic[cid] = 1
		elseif v == 1 then
			if --[[getPlayerStorageValue(cid, storageKill) == 1 and]] getPlayerItemCount(cid, isSorcerer(cid) and 8304 or isDruid(cid) and 8305 or isPaladin(cid) and 8300 or isKnight(cid) and 8306) > 0 then
				setPlayerStorageValue(cid, storageMain, 2)
				npcHandler:say({"Impressive!! Let me take a look.......Ahh, " .. (isSorcerer(cid) and "an ETERNAL FLAME! Now you need to find a knight, a druid, and a paladin who also completed this first task. ..." or isDruid(cid) and "MOTHER SOIL! Now you need to find a knight, a paladin, and a sorcerer who also completed this first task. ..." or isPaladin(cid) and "a FLAWLESS ICE CRYSTAL! Now you need to find a knight, a druid, and a sorcerer who also completed this first task. ..." or isKnight(cid) and "PURE ENERGY! Now you need to find a druid, a paladin, and a sorcerer who also completed this first task. ..."), "Go down in the cellar again. I prepared a room under the academy where it should be safe. Your task is to charge the machines with the elemental substances and summon the LORD OF THE ELEMENTS. ...", "When you use an obsidian knife on it's corpse you hopefully get some of the precious neutral matter. It's the only way to revive my dear friend Alverus!!"}, cid)
			else
				npcHandler:say("You need some kind of pure elemental soil from the " .. (isSorcerer(cid) and "Fire" or isDruid(cid) and "Earth" or isPaladin(cid) and "Ice" or isKnight(cid) and "Energy") .. " Overlord. Come back when you've got it.", cid)
			end
			Topic[cid] = 0
		elseif v == 2 then
			if --[[getPlayerStorageValue(cid, storageKill) == 2 and]] doPlayerRemoveItem(cid, 8310, 1) == TRUE then
				npcHandler:say("AMAZING!! I'm going to start immediately with the research. If it turns out the way I expect it, Alverus will be revived soon!! Here, take this as a reward and try to collect more of this substance. I'll make you a good offer, I promise. ", cid)
				doPlayerAddItem(cid, isSorcerer(cid) and 8867 or isDruid(cid) and 8869 or isPaladin(cid) and 8853 or isKnight(cid) and 8883, 1)
				setPlayerStorageValue(cid, storageMain, 3)
			end
		end
	elseif Topic[cid] == 1 and msgcontains(msg, "yes") then
		setPlayerStorageValue(cid, storageMain, 1)
		npcHandler:say("Good, don't waste time! Come back here when you have the elemental object!", cid)
		Topic[cid] = 0
	elseif msgcontains(msg, "trade") and getPlayerStorageValue(cid, 65100) == 3 then
		local items = {{name="neutral matter", id=8310, sell=5000, subType = 1}}
		openShopWindow(cid, items,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks)
				customCallbackOnBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks, items)
			end,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks)
				customCallbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks, items)
			end
		)
		npcHandler:say("I only buy neutral matter. You'll get 5,000 gold for each.", cid)
		Topic[cid] = 0
	end
	return TRUE
end
 
npcHandler:setMessage(MESSAGE_WALKAWAY, "Good bye and please stay away, okay?")
npcHandler:setMessage(MESSAGE_FAREWELL, "At last! Good things come to those who wait.")
npcHandler:setCallback(CALLBACK_ONTHINK, thinkCallback)
npcHandler:setCallback(CALLBACK_GREET, greetCallback)
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())






Npchandler.lua

Code:
-- Advanced NPC System (Created by Jiddo),
-- Modified by Cykotitan and Talaturen.

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)
		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) doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end, self.talkDelayTime * 1000, {getNpcCid(), message, focus})
	end
end
 
I get the same exact error Im using windows and the newest tfs server with a (Real map) data pack.

Code:
 [09/09/2011 21:26:06] Lua Script Error: [Npc interface] 
[09/09/2011 21:26:06] data/npc/scripts/Arkuliuss.lua:onThink
[09/09/2011 21:26:06] data/npc/lib/npcsystem/npchandler.lua:596: table index is nil
[09/09/2011 21:26:06] stack traceback:
[09/09/2011 21:26:07] 	[C]: in function '__newindex'
[09/09/2011 21:26:07] 	data/npc/lib/npcsystem/npchandler.lua:596: in function 'say'
[09/09/2011 21:26:07] 	data/npc/scripts/Arkuliuss.lua:30: in function 'callback'
[09/09/2011 21:26:07] 	data/npc/lib/npcsystem/npchandler.lua:462: in function 'onThink'
[09/09/2011 21:26:08] 	data/npc/scripts/Arkuliuss.lua:25: in function <data/npc/scripts/Arkuliuss.lua:25>

i have tryed using the npchandler.lua from the tfs server and still no luck.
 
Last edited:
Code:
	function NpcHandler:say(message, focus, publicize, delay)
		if type(message) == 'table' then
			return self:doNPCTalkALot(message, delay or 10000, focus)
		end

		focus = focus or 0
		if self.eventDelayedSay[focus] then
			self:cancelNPCTalk(self.eventDelayedSay[focus])
		end

		stopEvent(self.eventSay[focus])
		self.eventSay[focus] = addEvent(function(x) doCreatureSay(x[1], x[2], x[3] == 0 and TALKTYPE_SAY or TALKTYPE_PRIVATE_NP, false, x[3], getThingPos(x[1])) end, 1000, {getNpcCid(), message, focus})
	end
 
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