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Lua Server crash help

dervin13

Active Member
Joined
Apr 26, 2008
Messages
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PHP:
[15:42:00.861] [Error - NpcScript Interface]
[15:42:00.861] data/npc/scripts/Zumtah.lua:onThink
[15:42:00.861] Description:
[15:42:00.861] (luaGetThingPosition) Thing not found

[15:42:00.861] [Error - NpcScript Interface]
[15:42:00.861] data/npc/scripts/Zumtah.lua:onThink
[15:42:00.861] Description:
[15:42:00.861] data/npc/lib/npc.lua:34: attempt to index local 'c' (a boolean va
lue)
[15:42:00.861] stack traceback:
[15:42:00.861]  data/npc/lib/npc.lua:34: in function 'getDistanceTo'
[15:42:00.861]  data/npc/lib/npcsystem/npchandler.lua:548: in function 'isInRang
e'
[15:42:00.861]  data/npc/lib/npcsystem/npchandler.lua:474: in function 'onThink'

[15:42:00.861]  data/npc/scripts/Zumtah.lua:9: in function <data/npc/scripts/Zum
tah.lua:9>
PHP:
 -- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.

if(NpcHandler == nil) then
	local eventSay, eventSayInDefault = {}, 0
	-- 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 = 90,
		talkRadius = 3,
		talkDelayTime = 1, -- 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(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			if(self:isFocused(newFocus)) then
				return
			end

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

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

			return false
		end

		return (self.focuses == focus)
	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()
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for pos, focus in pairs(self.focuses) do
				if(focus ~= nil) then
					doNpcSetCreatureFocus(focus)
					return
				end
			end

			doNpcSetCreatureFocus(0)
		else
			doNpcSetCreatureFocus(self.focuses)
		end
	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
			table.remove(self.focuses, pos)
			self.talkStart[focus] = nil
			closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
			self:updateFocus()
		else
			closeShopWindow(focus)
			self:changeFocus(0)
		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 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 i, 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)
		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(cid)) then
			if(self:processModuleCallback(CALLBACK_FAREWELL)) then
				if(self.queue == nil or not self.queue:greetNext()) then
					local msg = self:parseMessage(self:getMessage(MESSAGE_FAREWELL), { [TAG_PLAYERNAME] = getCreatureName(cid) })
					self:say(msg, cid, true)
					self:releaseFocus(cid)
					self:say(msg, cid)
				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:parseMessage(self:getMessage(MESSAGE_GREET), { [TAG_PLAYERNAME] = getCreatureName(cid) })
					self:say(msg, cid, true)
					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
						else
							if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
								self.talkStart[cid] = os.time()
							else
								self.talkStart = os.time()
							end
						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)
		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 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
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) 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)
							self.talkDelay[cid] = nil
						end
					end
				elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
					selfSay(self.talkDelay.message)
					self.talkDelay.time = nil
					self.talkDelay.message = nil
				end
			end

			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
					for pos, 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
						self:releaseFocus(cid)
						self:say(self:parseMessage(self:getMessage(MESSAGE_WALKAWAY), { [TAG_PLAYERNAME] = getPlayerName(cid) }))
					end
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local distance = getDistanceTo(cid) or -1
		if(distance == -1) then
			return false
		end

		return (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.
	--	shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
	_say = function(message, focus, publicize, shallDelay, delay)
		if not focus then
			stopEvent(eventSayInDefault)
			eventSayInDefault = addEvent(function(z) doCreatureSay(z[1], z[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
			return
		elseif type(message) == "table" then
			return doNPCTalkALot(message, delay or 10000, focus)
		elseif eventDelayedSay[focus] then
			cancelNPCTalk(eventDelayedSay[focus])
		end
		local shallDelay = not shallDelay and true or shallDelay
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				selfSay(message, focus, publicize and TRUE or FALSE)
				return
			else
				selfSay(message)
				return
			end
		end

		if NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT then
			stopEvent(eventSay[focus])
			eventSay[focus] = addEvent(function(x) if isPlayer(x[3]) == TRUE then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
			if(publicize) then
				addEvent(function(y) local spectators = getSpectators(getCreaturePosition(y[1]), 7, 5, false) for i = 1, #spectators do if spectators[i] == y[3] then table.remove(spectators, i) break end end if #spectators > 0 then for i, tid in ipairs(spectators) do if(isPlayer(tid) == TRUE) then doCreatureSay(y[1], y[2], TALKTYPE_SAY, false, tid, getCreaturePosition(getNpcCid())) end end end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
			end
		else
			addEvent(function(x) doCreatureSay(x[1], x[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
		end
	end
	function NpcHandler:say(message, focus, publicize, shallDelay, delay)
		_say(message, focus, publicize, shallDelay, delay)
	end
	_selfSay = selfSay
	selfSay = _say
end
PHP:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}

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 greetCallback(cid)
	talkState[cid] = 0
	return true
end
npcHandler:setCallback(CALLBACK_GREET, greetCallback)
function creatureSayCallback(cid, type, msg)
	if(not npcHandler:isFocused(cid)) then
		return false
	end

	local talkUser = NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT and 0 or cid
	local storage = 42337
	local storage2 = 42325
	local move = {x=33365, y=31204, z=8}
	local locationcrate = {x=33356, y=31181, z=8, stackpos = 255}
	local outfit = {lookType = getPlayerStorageValue(cid, 3431), lookHead = getPlayerStorageValue(cid, 3432), lookAddons = getPlayerStorageValue(cid, 3433), lookLegs = getPlayerStorageValue(cid, 3434), lookBody = getPlayerStorageValue(cid, 3435), lookFeet = getPlayerStorageValue(cid, 3436)}

		if (getPlayerStorageValue(cid,storage2) == 0) then
			
			if(msgcontains(msg, 'exit') and talkState[talkUser] < 1) then
				npcHandler:say({'Oh of course, may I show you around a bit before? You want to go straight to the exit? Would you please follow me. Oh right, I am terribly sorry but THERE IS NONE. Will you finally give it up please?'}, cid)
				talkState[talkUser] = 1
		
			elseif(msgcontains(msg, 'no') and talkState[talkUser] == 1) then
				npcHandler:say({'You are starting to get on my nerves. Is this the only topic you know?'}, cid)
				talkState[talkUser] = 2
		
			elseif(msgcontains(msg, 'yes') and talkState[talkUser] == 2) then	
				npcHandler:say({'Pesky, persistent human.'}, cid)
				talkState[talkUser] = 3	

			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 3) then
				npcHandler:say({'Oh of course, may I show you around a bit before? You want to go straight to the exit? Would you please follow me. Oh right, I am terribly sorry but THERE IS NONE. Will you finally give it up please?'}, cid)
				talkState[talkUser] = 4		

			elseif(msgcontains(msg, 'no') and talkState[talkUser] == 4) then
				npcHandler:say({'You are starting to get on my nerves. Is this the only topic you know?'}, cid)	
				talkState[talkUser] = 5	
				
			elseif(msgcontains(msg, 'yes') and talkState[talkUser] == 5) then
				npcHandler:say({'Pesky, persistent human.'}, cid)
				talkState[talkUser] = 6		
				
			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 6) then
				npcHandler:say({'Oh of course, may I show you around a bit before? You want to go straight to the exit? Would you please follow me. Oh right, I am terribly sorry but THERE IS NONE. Will you finally give it up please?'}, cid)
				talkState[talkUser] = 7
			
			elseif(msgcontains(msg, 'no') and talkState[talkUser] == 7) then
				npcHandler:say({'You are starting to get on my nerves. Is this the only topic you know?'}, cid)	
				talkState[talkUser] = 8	
				
			elseif(msgcontains(msg, 'yes') and talkState[talkUser] == 8) then	
				npcHandler:say({'Muhahaha. Then I will give you a test. How many years do you think have I been here? {89}, {164} or {278?}'}, cid)
				talkState[talkUser] = 9	
				
			elseif(msgcontains(msg, '278') and talkState[talkUser] == 9) then	
				npcHandler:say({'Correct human, and that is not nearly how high you would need to count to tell all the lost souls I\'ve seen dying here. I AM PERPETUAL. Muahahaha.'}, cid)
				talkState[talkUser] = 10
				
			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 10) then	
				npcHandler:say({'Oh, you mean - if I have ever been out of here in those 278 years? Well, I - I can\'t remember. No, I can\'t remember. Sorry'}, cid)
				talkState[talkUser] = 11	

			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 11) then	
				npcHandler:say({'No, I really can\'t remember. I enjoyed my stay here so much that I forgot how it looks outside of this hole. Outside. The air, the sky, the light. Oh well... well.'}, cid)
				talkState[talkUser] = 12
				
			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 12) then	
				npcHandler:say({'Oh yes, yes. I... I never really thought about how you creatures feel in here I guess. I... just watched all these beings die here. ...'}, cid)
				talkState[talkUser] = 13	

			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 13) then	
				npcHandler:say({'Oh, excuse me of course, you... wanted to go. Like all... the others. I am sorry, so sorry. You... you can leave. Yes. You can go. You are free. I shall stay here and help every poor soul which ever gets thrown in here from this day onward. ...'}, cid)
				talkState[talkUser] = 14
				
			elseif(msgcontains(msg, 'exit') and talkState[talkUser] == 14) then	
				npcHandler:say({'Alright, as I said you are free now. There will not be an outside for the next three centuries, but you - go. ...','Oh and I recovered the strange crate you where hiding in, it will wait for you at the exit since you can\'t carry it as... a beetle, muhaha. Yes, you shall now crawl through the passage as a beetle. There you go.'}, cid)
				setPlayerStorageValue(cid, storage, 1)
				setPlayerStorageValue(cid, storage2, 1)
				setPlayerStorageValue(cid, 3431, getCreatureOutfit(cid).lookType)
				setPlayerStorageValue(cid, 3432, getCreatureOutfit(cid).lookHead)
				setPlayerStorageValue(cid, 3433, getCreatureOutfit(cid).lookAddons)
				setPlayerStorageValue(cid, 3434, getCreatureOutfit(cid).lookLegs)
				setPlayerStorageValue(cid, 3435, getCreatureOutfit(cid).lookBody)
				setPlayerStorageValue(cid, 3436, getCreatureOutfit(cid).lookFeet)
				doTeleportThing(cid, move, TRUE)
				doSetMonsterOutfit(cid, "Lancer Beetle", -1)
				talkState[talkUser] = 0
			end	
		
		elseif (getPlayerStorageValue(cid,storage) == 1) then
		
			if(msgcontains(msg, 'exit')) then	
				npcHandler:say({'It\'s you, why did they throw you in here again? Anyway, I will just transform you once more. I also recovered your crate which will wait for you at the exit. There, feel free to go.'}, cid)
				doSetMonsterOutfit(cid, "Lancer Beetle", -1)
				doTeleportThing(cid, move, TRUE)
			end	
		end
	return true
end

npcHandler:setMessage(MESSAGE_GREET, "Another visitor to this constricted, cosy, calm realm, perfect except for an {exit}. Muhaha.")
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
 
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