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NPC doesn't answer

Bill3000

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Joined
Jul 26, 2010
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Hello OTLand.

I using the TFS 0.3.6 and I have a problem with EVERY npc.

They don't response for "bye".

When I say "bye" or leave the npc, he doesn't say anything!

I need help!
 
no. They just response if I use in EVERY npc file:

<parameter key="keywords" value="bye">

Then add the reply number.

- - - Updated - - -

it's like if the

Code:
 <parameter key="message_farewell" value="Good bye!"/>

Didn't exist!
 
Can you show one of the NPCs? the xml and lua file.

Btw do they say something when you just walk away or when you don't say anything for a long time?
 
they don't say ANYTHING just leaving, waiting, or saying goodbye.

The NPCs are normal, nothing differrente. I think I will need to add keyword and reply system =/

But thx!
 
My Main.lua:

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

if(NpcSystem == nil) then
-- Loads the underlying classes of the npcsystem.
dofile(getDataDir() .. 'npc/lib/npcsystem/keywordhandler.lua')
dofile(getDataDir() .. 'npc/lib/npcsystem/queue.lua')
dofile(getDataDir() .. 'npc/lib/npcsystem/npchandler.lua')
dofile(getDataDir() .. 'npc/lib/npcsystem/modules.lua')

-- Global npc constants:

-- Keyword nestling behavior. For more information look at the top of keywordhandler.lua
KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED

-- Greeting and unGreeting keywords. For more information look at the top of modules.lua
FOCUS_GREETWORDS = {'hi', 'hello'}
FOCUS_FAREWELLWORDS = {'bye', 'farewell'}

-- The word for requesting trade window. For more information look at the top of modules.lua
SHOP_TRADEREQUEST = {'offer', 'trade'}

-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua
SHOP_YESWORD = {'yes'}
SHOP_NOWORD = {'no'}

-- Pattern used to get the amount of an item a player wants to buy/sell.
PATTERN_COUNT = '%d+'

-- Talkdelay behavior. For more information, look at the top of npchandler.lua.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

-- Conversation behavior. For more information, look at the top of npchandler.lua.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE

-- Constant strings defining the keywords to replace in the default messages.
-- For more information, look at the top of npchandler.lua...
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'

NpcSystem = {}

-- Gets an npcparameter with the specified key. Returns nil if no such parameter is found.
function NpcSystem.getParameter(key)
local ret = getNpcParameter(tostring(key))
if((type(ret) == 'number' and ret == 0) or ret == nil) then
return nil
else
return ret
end
end

-- Parses all known parameters for the npc. Also parses parseable modules.
function NpcSystem.parseParameters(npcHandler)
local ret = NpcSystem.getParameter('idletime')
if(ret ~= nil) then
npcHandler.idleTime = tonumber(ret)
end
local ret = NpcSystem.getParameter('talkradius')
if(ret ~= nil) then
npcHandler.talkRadius = tonumber(ret)
end
local ret = NpcSystem.getParameter('message_greet')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_GREET, ret)
end
local ret = NpcSystem.getParameter('message_farewell')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_FAREWELL, ret)
end
local ret = NpcSystem.getParameter('message_decline')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_DECLINE, ret)
end
local ret = NpcSystem.getParameter('message_needmorespace')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NEEDMORESPACE, ret)
end
local ret = NpcSystem.getParameter('message_needspace')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NEEDSPACE, ret)
end
local ret = NpcSystem.getParameter('message_sendtrade')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_SENDTRADE, ret)
end
local ret = NpcSystem.getParameter('message_noshop')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NOSHOP, ret)
end
local ret = NpcSystem.getParameter('message_oncloseshop')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ONCLOSESHOP, ret)
end
local ret = NpcSystem.getParameter('message_onbuy')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ONBUY, ret)
end
local ret = NpcSystem.getParameter('message_onsell')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ONSELL, ret)
end
local ret = NpcSystem.getParameter('message_missingmoney')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_MISSINGMONEY, ret)
end
local ret = NpcSystem.getParameter('message_needmoney')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NEEDMONEY, ret)
end
local ret = NpcSystem.getParameter('message_missingitem')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_MISSINGITEM, ret)
end
local ret = NpcSystem.getParameter('message_needitem')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_NEEDITEM, ret)
end
local ret = NpcSystem.getParameter('message_idletimeout')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret)
end
local ret = NpcSystem.getParameter('message_walkaway')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_WALKAWAY, ret)
end
local ret = NpcSystem.getParameter('message_alreadyfocused')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret)
end
local ret = NpcSystem.getParameter('message_placedinqueue')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret)
end
local ret = NpcSystem.getParameter('message_buy')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_BUY, ret)
end
local ret = NpcSystem.getParameter('message_sell')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_SELL, ret)
end
local ret = NpcSystem.getParameter('message_bought')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_BOUGHT, ret)
end
local ret = NpcSystem.getParameter('message_sold')
if(ret ~= nil) then
npcHandler:setMessage(MESSAGE_SOLD, ret)
end

-- Parse modules.
for parameter, module in pairs(Modules.parseableModules) do
local ret = NpcSystem.getParameter(parameter)
if(ret ~= nil) then
local number = tonumber(ret)
if(number ~= nil and number ~= 0) then
npcHandler:addModule(module:new())
end
end
end
end
end

Almost iqual to npcsystem.lua, although, this works, and the npcsystem.lua doesn't :(
 
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