ai, andei olhando aqui nas minhas milhares pastas de otserv e acho que achei distro que voce conseguira ultiliza-lo, se não me engano ele ja vem com war system, mais tive problemas com "sha1"
info
Grupo: Artesão
Registrado: 08/06/10
Posts: 119
Reputação: +183
Char no Tibia: Brokdor

ai, andei olhando aqui nas minhas milhares pastas de otserv e acho que achei distro que voce conseguira ultiliza-lo, se não me engano ele ja vem com war system, mais tive problemas com "sha1"
ai, andei olhando aqui nas minhas milhares pastas de otserv e acho que achei distro que voce conseguira ultiliza-lo, se não me engano ele ja vem com war system, mais tive problemas com "sha1"
Usei esse TFS Porém ele é imcompativel com o item.OTB do seu Servidor

Ta legal Achei um Item.otb Compativel mas Agora
o TFS da Conflito com o Mapa
Fuuuuuuuuuuu

info
Grupo: Artesão
Registrado: 08/06/10
Posts: 119
Reputação: +183
Char no Tibia: Brokdor

use o qual acabei de lhe passar (items.otb)
edit
é simples,
vá em seu config.lua
dê ctrl+f wedo, vai estar lá assim:
mapName = "wedo"
mude para:
mapName = "wedo.otbm"
mude tambem
worldType = "pvp"
para
worldType = "open"
se der algum outro bug, estarei aqui.
Ajudei? Rep+
Editado Agosto 2 por DoohRush
o Item.otb é imcompativel com o Mapa ![]()
ta aew a Img, ja dei Rep+ por ta ajudando

info
Grupo: Artesão
Registrado: 08/06/10
Posts: 119
Reputação: +183
Char no Tibia: Brokdor

vai no mapa editor e da ctrl+g e poem essas coordenadas e vê oque é, deve ser bugs do tipo, vial dentro da parede etc...
apaga esse item e reiniciar o server! boa sorte
Tirei Todos os Itens Que Dava Erro, agora fica Dando Save e clean
a cada 2 Segundos ![]()

info
Grupo: Artesão
Registrado: 08/06/10
Posts: 119
Reputação: +183
Char no Tibia: Brokdor

é só voce ir em globalevents e arrumar o tempo dos saves, e cleans
a mudança do tfs causa isso.
ponha 7200000 = 2hrs
O war System funciono :]
Porém da uns erros :[
olha aew quando o ot ta abrindo da esse Erro

Aew Sempre que vc Diz HI pra algun npc da esse Erro

=/
Procure se o arquivo npcsystem.lua existe na pasta do seu OT em seuot\data\npc\lib\npcsystem
Caso não exista, crie um com isso dentro (talvez nao funcione por causa da versão)
if(NpcSystem == nil) then
-- Loads the underlying classes of the npcsystem.
dofile('data/npc/lib/npcsystem/keywordhandler.lua')
dofile('data/npc/lib/npcsystem/queue.lua')
dofile('data/npc/lib/npcsystem/npchandler.lua')
dofile('data/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_DEFAULT
-- 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 ~= 0 and module.parseParameters ~= nil) then
local instance = module:new()
npcHandler:addModule(instance)
instance:parseParameters()
end
end
end
end
end
Fiz isso mais Ainda Continua Dando Esse Erro ![]()

Abra o arquivo default.lua em data\npcs\scripts\ e troque tudo por isso:
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) 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 npcHandler:addModule(FocusModule:new())
No arquivo npchandler.lua em \data\npc\lib\npcsystem
Troque tudo por:
-- Advanced NPC System (Created by Jiddo),
-- Modified by 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 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_DEFAULT is default.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT
-- 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 = 4,
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
if isPlayer(focus) then
closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
end
self:updateFocus()
else
if isPlayer(focus) then
closeShopWindow(focus)
end
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) 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_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
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, true)
self:releaseFocus(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: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 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, msgtype, 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, 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)
local callback = self:getCallback(CALLBACK_ONBUY)
if(callback == nil or callback(cid, itemid, subType, amount)) then
if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount)) 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)
local callback = self:getCallback(CALLBACK_ONSELL)
if(callback == nil or callback(cid, itemid, subType, amount)) then
if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount)) 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, talkDelay.publicize and TRUE or FALSE)
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()) 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 playerName = getPlayerName(cid)
if not playerName then
playerName = -1
end
local parseInfo = { [TAG_PLAYERNAME] = playerName }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid, true)
self:releaseFocus(cid)
end
end
end
end
end
-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
if not isPlayer(cid) then
return false
end
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 true.
function NpcHandler:say(message, focus, publicize, shallDelay)
if(shallDelay == nil) then
shallDelay = true
end
if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or shallDelay == false) 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
self.talkDelay[focus] = {
message = message,
time = os.time() + self.talkDelayTime,
publicize = publicize
}
else
self.talkDelay = {
message = message,
time = os.time() + self.talkDelayTime
}
end
end
end
O erro está certamente nesse arquivo npchandler.lua, mas como deram varios erros, é mais facil substituir tudo pra nao dar confusão.
Editado Agosto 3 por Kmmy
Abra o arquivo default.lua em data\npcs\scripts\ e troque tudo por isso:
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) 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 npcHandler:addModule(FocusModule:new())
No arquivo npchandler.lua em \data\npc\lib\npcsystem
Troque tudo por:
-- Advanced NPC System (Created by Jiddo), -- Modified by 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 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_DEFAULT is default. NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT -- 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 = 4, 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 if isPlayer(focus) then closeShopWindow(focus) --Even if it can not exist, we need to prevent it. end self:updateFocus() else if isPlayer(focus) then closeShopWindow(focus) end 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) 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_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 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, true) self:releaseFocus(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: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 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, msgtype, 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, 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) local callback = self:getCallback(CALLBACK_ONBUY) if(callback == nil or callback(cid, itemid, subType, amount)) then if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount)) 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) local callback = self:getCallback(CALLBACK_ONSELL) if(callback == nil or callback(cid, itemid, subType, amount)) then if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount)) 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, talkDelay.publicize and TRUE or FALSE) 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()) 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 playerName = getPlayerName(cid) if not playerName then playerName = -1 end local parseInfo = { [TAG_PLAYERNAME] = playerName } msg = self:parseMessage(msg, parseInfo) self:say(msg, cid, true) self:releaseFocus(cid) end end end end end -- Returns true if cid is within the talkRadius of this npc. function NpcHandler:isInRange(cid) if not isPlayer(cid) then return false end 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 true. function NpcHandler:say(message, focus, publicize, shallDelay) if(shallDelay == nil) then shallDelay = true end if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or shallDelay == false) 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 self.talkDelay[focus] = { message = message, time = os.time() + self.talkDelayTime, publicize = publicize } else self.talkDelay = { message = message, time = os.time() + self.talkDelayTime } end end end
O erro está certamente nesse arquivo npchandler.lua, mas como deram varios erros, é mais facil substituir tudo pra nao dar confusão.
Fiz Tudo isso mas continua Dando o mesmo Erro, Acho que o Distro que to Usando, o que o doohz rush passo
Procura por Arquivos diferentes ![]()
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Grupo: Campones
Registrado: 27/07/11
Posts: 4
Reputação: 0
Estou com um Pequeno Problema de Imcompatibilidade
Apesar de Ja saber a Solução do Meu Problema, ainda Não
Sei como solucionar.
é O seguinte:
Eu baixei aqui mesmo no Fórum um Servidor
(Real Global Map)
Ele Contém um ótimo Mapa 8.60,o melhor que ja vi, ele foi Postado pelo Doohz Rush
Porém o Tópico foi Fechado por Falta de Atualizações
Eu Editei algumas Coisas ao meu Gosto nele e Queria Adicionar um War System
Eu usei um War system postado Aqui no Fórum(Acho que o unico postado)
War System Do Walef Xavier
No Post do War System pede pra que Seja usado o TFS.04 e os Item.OTB Anexos ao Post
Mas Acontece um Pequeno Problema, Aquele TFS.04 Só é compativel com Aquele Item.OTB
Mas se eu Substituir o Item.otb no Servidor que eu Quero(Aquele postado la em cima)Ao
abrir o Servidor da um Erro no Mapa de Não reconhecer Itens pelo Map Todo.
Resumo:Não consegui usar aquele TFS.04 no meu Servidor
Porém consegui Editar esse War System no meu Servidor usando o Distro que ja
Acompanha ele, mas Da Apenas um Problema Após uma Guild Invitar a outra Pra Guerra
(isso Funciona Normal, sem Erros) Quando a Outra Vai Aceitar Não Acontece Nada.
Dei uma Pesquisada e Encontrei a solução pro Problema Aqui mesmo No Fórum
Aqui
o Distro que eu Uso Deve Conter o Seguinte Comando ao Ser Compilado
Eu Entrei em Contato com o Doohz Rush Pra Ver se ele Não Poderia Editar o Post do Servidor
Com um Distro ja Editado com esse Parametro, ele Me disse Que Não pois o Post foi Fechado.
Pedi os Sources pra ver Se eu mesmo Poderia compila-los mas ele Disse que As Sources São
Do Doidin, e eu não consegui entrar em contato com ele Aqui pelo Fórum.
SeráQue Alguem poderia me Fazer o Favor de Conseguir As Sources do WE DO Ots
ou uma Distro ja Adicionado o parametro que Falta e Compativel Com o Item.otb e o Mapa
Do Servidor do Doohz Rush, pq eu Queria muito Usar Aquele Mapa.
Sei Que Vários Usuarios Tão com o Mesmo Erro...Por Favor Ajudem!
Qualquer Coisa ADD msn
Doidin, Caso você leia esse Tópico, Pfvor, entre Em contato
Agradeço desde Já a Todos que Ajudarem