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Npc De Report...ajuda Pra Acrecentar Algumas Coisas Rep+ 3 Dias Seguidos


Diley007

Pergunta

tipo queria quando voce falace com o npc abrice uma aba do npc (aquela que as letras ficam azul), que nao tivesse fila tipo chega um player fala hi ai o outro tem que esperar ele sair pra falar com o npc (se chegasse 20 players o npc atendesse), que tivesse resposta final tipo no meu caso o player chega fala hi, reportar e o npc pede o report quando o player falar o report o npc fizesse uma ultima pergunta: tem certeza que deseja reportar "report que o player escreveu" ai se o player falar nao voltasse tudo de novo ai ele tera que falar o report denovo, e se falar sim o player automaticamente e teleportado para determinado lugar...

 

bom e isso REP+ 3 dias seguidos, talvez ate mais se eu estiver muito feliz

 

o npc e esse aqui:

 

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 creatureSayCallback(cid, type, msg)

if(not npcHandler:isFocused(cid)) then

return false

end

local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid

local msg = string.lower(msg)

local storage = 787544

local delaytime = 120

local a = "data/logs/time1.txt"

local f = io.open(a, "a+")

 

if isInArray({"reportar"}, msg) then

if (getPlayerStorageValue(cid, storage) <= os.time()) then

npcHandler:say("digite o seu report por favor", cid)

talkState[talkUser] = 1

else

npcHandler:say("You must wait " .. getPlayerStorageValue(cid, storage) - os.time() .. " seconds to report.", cid)

talkState[talkUser] = 0

end

elseif talkState[talkUser] == 1 then

setPlayerStorageValue(cid, storage, os.time()+delaytime)

npcHandler:say("Obrigado, nos agradecemos a sua colaboraçao", cid)

f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..msg..".\n\n----------------------------------------------------------\n")

f:close()

talkState[talkUser] = 0

npcHandler:releaseFocus(cid)

end

return TRUE

end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

npcHandler:addModule(FocusModule:new())

 

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

npcHandler:addModule(FocusModule:new())

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n, tipo tem Default e Server log ai vc fala com o npc e ele fala pelo default, ai todos os players conseguem ver...

mais eu acho que ta aqui:

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback), sera que e ali ??

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nada a ver, se quer tirar isso faz o seguinte:

 

NPC > lib > npcsystem > npchandler.lua

 

troque:

 


-- 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)
self:releaseFocus(cid)
self:say(msg)
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)
self:addFocus(cid)
self:say(msg, cid)
end
end
end
end

 

por

 

-- 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), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

self:say(msg, cid)
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), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

self:addFocus(cid)
self:say(msg, cid)
end
end
end
end

 

vai fazer com que só fale na aba do npc

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nada a ver, se quer tirar isso faz o seguinte:

 

NPC > lib > npcsystem > npchandler.lua

 

troque:

 


-- 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)
self:releaseFocus(cid)
self:say(msg)
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)
self:addFocus(cid)
self:say(msg, cid)
end
end
end
end

 

por

 

-- 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), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

self:say(msg, cid)
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), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

self:addFocus(cid)
self:say(msg, cid)
end
end
end
end

 

vai fazer com que só fale na aba do npc

ta dando erro na hora de colocar serv on

 

[16/05/2012 11:46:05] [Error - Npc interface]

[16/05/2012 11:46:05] data/npc/lib/npc.lua

[16/05/2012 11:46:05] Description:

[16/05/2012 11:46:06] data/npc/lib/npcsystem/npchandler.lua:36: '=' expected near 'NpcHandler'

[16/05/2012 11:46:06] Warning: [NpcScriptInterface::loadNpcLib] Cannot load data/npc/lib/npc.lua

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ah sim, passei o errado, o meu tem uma função extra que esqueci de remover:

 

-- 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)
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)
self:addFocus(cid)
end
end
end
end

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ah sim, passei o errado, o meu tem uma função extra que esqueci de remover:

 

-- 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)
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)
self:addFocus(cid)
end
end
end
end

cara mesmo erro, tem que mudar alguma coisa no npc.lua eu acho

 

[16/05/2012 11:46:05] [Error - Npc interface]

[16/05/2012 11:46:05] data/npc/lib/ npc.lua

[16/05/2012 11:46:05] Description:

[16/05/2012 11:46:06] data/npc/lib/npcsystem/npchandler.lua:36: '=' expected near 'NpcHandler'

[16/05/2012 11:46:06] Warning: [NpcScriptInterface::loadNpcLib] Cannot load data/npc/lib/ npc.lua

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então você copiou ou colocou algo á mais/menos na lib

da uma olhada

n tudo certim :(

cara melhor tem como fazer pelo codigo do npc ficar com uma cor, tipo so queria isso pra destacar...

 

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 creatureSayCallback(cid, type, msg)

if(not npcHandler:isFocused(cid)) then

return false

end

local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid

local msg = string.lower(msg)

local storage = 787544

local delaytime = 120

local a = "data/logs/report.txt"

local f = io.open(a, "a+")

 

if isInArray({"reportar"}, msg) then

if (getPlayerStorageValue(cid, storage) <= os.time()) then

npcHandler:say("digite o seu report (ai mudar a cor so onde ta escrito report)", cid)

talkState[talkUser] = 1

else

npcHandler:say("You must wait " .. getPlayerStorageValue(cid, storage) - os.time() .. " seconds to report.", cid)

talkState[talkUser] = 0

end

elseif talkState[talkUser] == 1 then

setPlayerStorageValue(cid, storage, os.time()+delaytime)

npcHandler:say("Obrigado e Boa Sorte", cid)

f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..msg..".\n\n----------------------------------------------------------\n")

f:close()

talkState[talkUser] = 0

npcHandler:releaseFocus(cid)

end

return TRUE

end

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

npcHandler:addModule(FocusModule:new())

 

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)

npcHandler:addModule(FocusModule:new())

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@Vodkart, eu fiquei interessado nessa lib para pokemon um server de poke, será q tem como fazer uma? eu posto minha lib aq

 

 

-- 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_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 = 5000, -- Seconds to delay outgoing messages.

queue = nil,

talkDelay = 5000,

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]= '',

[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:getMessage(MESSAGE_FAREWELL)

local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }

msg = self:parseMessage(msg, parseInfo)

 

self:releaseFocus(cid)

self:say(msg)

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)

if #msg >= 1 then

self:say(msg)

else

end

self:addFocus(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)

if #msg >= 1 then

self:say(msg)

else

end

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

local msg = self:getMessage(MESSAGE_WALKAWAY)

local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }

msg = self:parseMessage(msg, parseInfo)

 

self:releaseFocus(cid)

self:say(msg)

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.

function NpcHandler:say(message, focus, shallDelay)

local shallDelay = shallDelay or false

if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

selfSay(message, focus)

return

else

selfSay(message)

return

end

end

 

-- TODO: Add an event handling method for delayed messages

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self.talkDelay[focus] = {

message = message,

time = os.time() + self.talkDelayTime,

}

else

self.talkDelay = {

message = message,

time = os.time() + self.talkDelayTime

}

end

end

end

 

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  • 0
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 creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage = 787544
local delaytime = 120
local a = "data/logs/time1.txt"
local f = io.open(a, "a+")
local pos = {x = 160, y = 54 , z = 7}

if isInArray({"reportar"}, msg) then
if (getPlayerStorageValue(cid, storage) <= os.time()) then
selfSay('digite o seu report por favor?', cid)
talkState[talkUser] = 1
else
selfSay('You must wait ' .. getPlayerStorageValue(cid, storage) - os.time() .. ' seconds to report.')
talkState[talkUser] = 0 
end
elseif talkState[talkUser] == 1 then
if (string.len(msg) > 10 and string.len(msg) < 90) then
npcHandler:say("tem certeza que deseja reportar: "..msg.."? {yes}", cid)
selfSay('tem certeza que deseja reportar:  '..msg..'? {yes}')
str = msg
talkState[talkUser] = 2 
else
selfSay('minimo 10 letras e máximo 90 letras, incluindo espaços', cid)
end
elseif msgcontains(msg, 'yes') and talkState[talkUser] == 2 then
setPlayerStorageValue(cid, storage, os.time()+delaytime)
selfSay('Obrigado, nos agradecemos a sua colaboraçao', cid)
f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..str..".\n\n----------------------------------------------------------\n")
f:close()
doTeleportThing(cid, pos) 
talkState[talkUser] = 0 
npcHandler:releaseFocus(cid) 
elseif msg == "no" and talkState[talkUser] >= 1 then  
selfSay("tudo bem então.", cid)
str = nil  
talkState[talkUser] = 0  
npcHandler:releaseFocus(cid)  
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

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  • 0

Tópico movido para Dúvidas/Pedidos Sanados.

Obs: pelo que eu entendi, o Vodkart resolveu a dúvida de tal usuário no post:

 

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 creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage = 787544
local delaytime = 120
local a = "data/logs/time1.txt"
local f = io.open(a, "a+")
local pos = {x = 160, y = 54 , z = 7}

if isInArray({"reportar"}, msg) then
if (getPlayerStorageValue(cid, storage) <= os.time()) then
selfSay('digite o seu report por favor?', cid)
talkState[talkUser] = 1
else
selfSay('You must wait ' .. getPlayerStorageValue(cid, storage) - os.time() .. ' seconds to report.')
talkState[talkUser] = 0
end
elseif talkState[talkUser] == 1 then
if (string.len(msg) > 10 and string.len(msg) < 90) then
npcHandler:say("tem certeza que deseja reportar: "..msg.."? {yes}", cid)
selfSay('tem certeza que deseja reportar:  '..msg..'? {yes}')
str = msg
talkState[talkUser] = 2
else
selfSay('minimo 10 letras e máximo 90 letras, incluindo espaços', cid)
end
elseif msgcontains(msg, 'yes') and talkState[talkUser] == 2 then
setPlayerStorageValue(cid, storage, os.time()+delaytime)
selfSay('Obrigado, nos agradecemos a sua colaboraçao', cid)
f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..str..".\n\n----------------------------------------------------------\n")
f:close()
doTeleportThing(cid, pos)
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
elseif msg == "no" and talkState[talkUser] >= 1 then  
selfSay("tudo bem então.", cid)
str = nil  
talkState[talkUser] = 0  
npcHandler:releaseFocus(cid)  
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

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 creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage = 787544
local delaytime = 120
local a = "data/logs/time1.txt"
local f = io.open(a, "a+")
local pos = {x = 160, y = 54 , z = 7}

if isInArray({"reportar"}, msg) then
if (getPlayerStorageValue(cid, storage) <= os.time()) then
selfSay('digite o seu report por favor?', cid)
talkState[talkUser] = 1
else
selfSay('You must wait ' .. getPlayerStorageValue(cid, storage) - os.time() .. ' seconds to report.')
talkState[talkUser] = 0
end
elseif talkState[talkUser] == 1 then
if (string.len(msg) > 10 and string.len(msg) < 90) then
npcHandler:say("tem certeza que deseja reportar: "..msg.."? {yes}", cid)
selfSay('tem certeza que deseja reportar:  '..msg..'? {yes}')
str = msg
talkState[talkUser] = 2
else
selfSay('minimo 10 letras e máximo 90 letras, incluindo espaços', cid)
end
elseif msgcontains(msg, 'yes') and talkState[talkUser] == 2 then
setPlayerStorageValue(cid, storage, os.time()+delaytime)
selfSay('Obrigado, nos agradecemos a sua colaboraçao', cid)
f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..str..".\n\n----------------------------------------------------------\n")
f:close()
doTeleportThing(cid, pos)
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
elseif msg == "no" and talkState[talkUser] >= 1 then  
selfSay("tudo bem então.", cid)
str = nil  
talkState[talkUser] = 0  
npcHandler:releaseFocus(cid)  
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

Obrigado por sempre estar ajudando nos Pedidos/Dúvidas sobre Scripting Vodkart.

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