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Lua NPCs not responding

ancak

New Member
Joined
Oct 21, 2009
Messages
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Location
Poland/ Jarosław
Hi,
My NPCs don't respond to anything, no greeting works. NPC using banksystem seems to work properly, so it's probably something about npcsystem.lua. It's running on linux if it's of any significance.
Here it is, please check it for me.
LUA:
-- Advanced NPC System (Created by Jiddo),
-- Modified by Talaturen.

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', 'hey'}
	FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}

	-- 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
 
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