llucas75 3 Postado Fevereiro 5, 2014 Share Postado Fevereiro 5, 2014 Killua, os monstros não estão contando na task . como posso arrumar? Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611760 Compartilhar em outros sites More sharing options...
Killua 389 Postado Fevereiro 5, 2014 Autor Share Postado Fevereiro 5, 2014 Vc instalou certo do jeito que coloquei no tópico? Não editou errado? Se deu algum erro no console posta aqui Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611782 Compartilhar em outros sites More sharing options...
llucas75 3 Postado Fevereiro 5, 2014 Share Postado Fevereiro 5, 2014 (editado) Cara instalado exatamente como vc postou no tópico e não foi editado!! Comando esta funcionando!! Unica coisa que acontece.. eu mato um demon e continua 0/5 lá no !task. Edited: sem erros no console do server!! Editado Fevereiro 5, 2014 por llucas75 Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611792 Compartilhar em outros sites More sharing options...
Killua 389 Postado Fevereiro 5, 2014 Autor Share Postado Fevereiro 5, 2014 Mostre pra mim como vc configurou a lib Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611796 Compartilhar em outros sites More sharing options...
llucas75 3 Postado Fevereiro 5, 2014 Share Postado Fevereiro 5, 2014 Lib exatamente como tu mandou com o nome amoebaTask.lua -- Script feito por Killua, antigo amoeba13 --amoebaTask = {{nome = "Jabuti", creatures = {"Jabuti","Jabuti Hatchling"}, storage = 2312112, storagecount = 890120, count = 300, exp = 0, money = 0, premios = {{6527, 10},{10133, 1}}},{nome = "Thenebreus", creatures = {"Thenebreus"}, storage = 2312113, storagecount = 890121, count = 250, exp = 0, money = 0, premios = {{6527, 4},{10134, 1}}},{nome = "Demon", creatures = {"Demon"}, storage = 2312114, storagecount = 890122, count = 5, exp = 0, money = 0, premios = {{6527, 4},{10134, 1}}}}function taskKills(cid, storage)kills = getPlayerStorageValue(cid, storage)if kills < 0 thenkills = 0endreturn killsend Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611797 Compartilhar em outros sites More sharing options...
Killua 389 Postado Fevereiro 5, 2014 Autor Share Postado Fevereiro 5, 2014 Estranho em... Qual servidor vc tem? Talvez o seu não tenha a função onKill Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611800 Compartilhar em outros sites More sharing options...
llucas75 3 Postado Fevereiro 5, 2014 Share Postado Fevereiro 5, 2014 (editado) Servidor Baiak 8.60. Edited:pedido retirado e movido para área correta!! Voltando ao caso do tópico, o 8.60 nao tem onkill? Editado Fevereiro 5, 2014 por llucas75 Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611805 Compartilhar em outros sites More sharing options...
zipter98 1102 Postado Fevereiro 5, 2014 Share Postado Fevereiro 5, 2014 @carinha de cima Seria interessante você fazer esse pedido na área de pedidos e dúvidas de scripting (que serve exatamente para isso). Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611842 Compartilhar em outros sites More sharing options...
huhuhuhu1 0 Postado Fevereiro 6, 2014 Share Postado Fevereiro 6, 2014 [6/2/2014 7:14:48] [Error - NpcScript Interface][6/2/2014 7:14:48] data/npc/scripts/amoebaTask.lua:onCreatureSay[6/2/2014 7:14:48] Description:[6/2/2014 7:14:48] data/lib/050-function.lua:4: bad argument #1 to 'ipairs' (table expected, got string)[6/2/2014 7:14:48] stack traceback:[6/2/2014 7:14:48] [C]: in function 'ipairs'[6/2/2014 7:14:48] data/lib/050-function.lua:4: in function 'isInArray'[6/2/2014 7:14:48] data/npc/scripts/amoebaTask.lua:19: in function 'callback'[6/2/2014 7:14:48] data/npc/lib/npcsystem/npchandler.lua:456: in function 'onCreatureSay'[6/2/2014 7:14:48] data/npc/scripts/amoebaTask.lua:9: in function <data/npc/scripts/amoebaTask.lua:9> alguém pode me ajudar? tudo funciona, exceto o NPC. Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611942 Compartilhar em outros sites More sharing options...
Killua 389 Postado Fevereiro 6, 2014 Autor Share Postado Fevereiro 6, 2014 O problema do Lucas já foi resolvido por skype. O servidor dele não tem a function onKill. Tive que fazer para ele usando onDeath e funcionou. Mais tarde vou postar aqui como ficou o script usando onDeath, para quem não tem a function onKill poder usar tb. [6/2/2014 7:14:48] [Error - NpcScript Interface][6/2/2014 7:14:48] data/npc/scripts/amoebaTask.lua:onCreatureSay[6/2/2014 7:14:48] Description:[6/2/2014 7:14:48] data/lib/050-function.lua:4: bad argument #1 to 'ipairs' (table expected, got string)[6/2/2014 7:14:48] stack traceback:[6/2/2014 7:14:48] [C]: in function 'ipairs'[6/2/2014 7:14:48] data/lib/050-function.lua:4: in function 'isInArray'[6/2/2014 7:14:48] data/npc/scripts/amoebaTask.lua:19: in function 'callback'[6/2/2014 7:14:48] data/npc/lib/npcsystem/npchandler.lua:456: in function 'onCreatureSay'[6/2/2014 7:14:48] data/npc/scripts/amoebaTask.lua:9: in function <data/npc/scripts/amoebaTask.lua:9> alguém pode me ajudar? tudo funciona, exceto o NPC. Vai na pasta data/npc/lib/npcsystem e abre o arquivo npchandler.lua. Apaga tudo oq tem dentro dele e coloca isso: -- 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 = 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 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) 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(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()) 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 -- 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()) 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:say(msg, cid) 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 Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1611968 Compartilhar em outros sites More sharing options...
curruwilliam 28 Postado Abril 16, 2014 Share Postado Abril 16, 2014 (editado) .Muito bom rep+ !! Aqui deu um erro =[ Versão 9.83 Imagem: Editado Abril 16, 2014 por curruwilliam Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1637813 Compartilhar em outros sites More sharing options...
Killua 389 Postado Abril 16, 2014 Autor Share Postado Abril 16, 2014 .Muito bom rep+ !! Aqui deu um erro =[ Versão 9.83 Imagem: Realmente estava com erro no script do meu npc... Um erro bem besta que não se manifestou em versões antigas. Pegue o novo script do npc.lua que editei no tópico. Obrigado por avisar Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1637834 Compartilhar em outros sites More sharing options...
curruwilliam 28 Postado Abril 16, 2014 Share Postado Abril 16, 2014 Realmente estava com erro no script do meu npc... Um erro bem besta que não se manifestou em versões antigas. Pegue o novo script do npc.lua que editei no tópico. Obrigado por avisar Ficou sem erro na distro, mais vou falar com o Npc pra pegar a recompensa, falo o nome do Monstro e não acontece nada o npc não tem reação =[ Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1637850 Compartilhar em outros sites More sharing options...
Killua 389 Postado Abril 16, 2014 Autor Share Postado Abril 16, 2014 Ficou sem erro na distro, mais vou falar com o Npc pra pegar a recompensa, falo o nome do Monstro e não acontece nada o npc não tem reação =[ Tem certeza que instalou corretamente, amigo? Acabei de testa-lo novamente... Você já adicionou tasks? O NPC só responde quando vc fala um nome que vc escolheu pra alguma task. Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1637946 Compartilhar em outros sites More sharing options...
curruwilliam 28 Postado Abril 16, 2014 Share Postado Abril 16, 2014 Tem certeza que instalou corretamente, amigo? Acabei de testa-lo novamente... Você já adicionou tasks? O NPC só responde quando vc fala um nome que vc escolheu pra alguma task. Vo testa again. Olha imagem: Link para o comentário https://xtibia.com/forum/topic/226410-killua-task-system-atualizado-16042014/page/3/#findComment-1637969 Compartilhar em outros sites More sharing options...
Posts Recomendados