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[Dúvida] Npc!


SpiderWick

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Eu acredito que seu problema seja no arquivo npc/scripts/lib/npcsystem.lua, abra ele e aproximadamente na linha 23 vai ter algo assim:

FOCUS_GREETWORDS = {'hi', 'hello'}

essas são as palavras que ele responde, tente ver se estão corretas :penguin:

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Eu acredito que seu problema seja no arquivo npc/scripts/lib/npcsystem.lua, abra ele e aproximadamente na linha 23 vai ter algo assim:

FOCUS_GREETWORDS = {'hi', 'hello'}

essas são as palavras que ele responde, tente ver se estão corretas :penguin:

 

Então eu fiz oque você falou, mas não deu certo.

 

Lá tinha: FOCUS_GREETWORDS = {'hi' , 'hello' , 'hey'}

 

Eu tirei o hey e só deixei o "hi" e o "hello.

Agora os npc's não respondem.

Tentei substituir o "hey" para mais um "hi" , mesmo assim não dá.

Me ajudem ae por favor.

 

@Henrique

O .xml?

 

NPCSYSTEM:

-- Advanced NPC System (Created by Jiddo),
-- Modified by Talaturen.

if(NpcSystem == nil) then
-- Loads the underlying classes of the npcsystem.
dofile(getDataDir() .. 'npc/lib/npcsystem/keywordhandler.lua')
dofile(getDataDir() .. 'npc/lib/npcsystem/queue.lua')
dofile(getDataDir() .. 'npc/lib/npcsystem/npchandler.lua')
dofile(getDataDir() .. 'npc/lib/npcsystem/modules.lua')

-- Global npc constants:

-- Keyword nestling behavior. For more information look at the top of keywordhandler.lua
KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED

-- Greeting and unGreeting keywords. For more information look at the top of modules.lua
FOCUS_GREETWORDS = {'hi', 'hello', 'oi'}
FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}

-- The word for requesting trade window. For more information look at the top of modules.lua
SHOP_TRADEREQUEST = {'offer', 'trade'}

-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua
SHOP_YESWORD = {'yes'}
SHOP_NOWORD = {'no'}

-- Pattern used to get the amount of an item a player wants to buy/sell.
PATTERN_COUNT = '%d+'

-- Talkdelay behavior. For more information, look at the top of npchandler.lua.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

-- Conversation behavior. For more information, look at the top of npchandler.lua.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE

-- Constant strings defining the keywords to replace in the default messages.
--	For more information, look at the top of npchandler.lua...
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'

NpcSystem = {}

-- Gets an npcparameter with the specified key. Returns nil if no such parameter is found.
function NpcSystem.getParameter(key)
	local ret = getNpcParameter(tostring(key))
	if((type(ret) == 'number' and ret == 0) or ret == nil) then
		return nil
	else
		return ret
	end
end

-- Parses all known parameters for the npc. Also parses parseable modules.
function NpcSystem.parseParameters(npcHandler)
	local ret = NpcSystem.getParameter('idletime')
	if(ret ~= nil) then
		npcHandler.idleTime = tonumber(ret)
	end
	local ret = NpcSystem.getParameter('talkradius')
	if(ret ~= nil) then
		npcHandler.talkRadius = tonumber(ret)
	end
	local ret = NpcSystem.getParameter('message_greet')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_GREET, ret)
	end
	local ret = NpcSystem.getParameter('message_farewell')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_FAREWELL, ret)
	end
	local ret = NpcSystem.getParameter('message_decline')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_DECLINE, ret)
	end
	local ret = NpcSystem.getParameter('message_needmorespace')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_NEEDMORESPACE, ret)
	end
	local ret = NpcSystem.getParameter('message_needspace')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_NEEDSPACE, ret)
	end
	local ret = NpcSystem.getParameter('message_sendtrade')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_SENDTRADE, ret)
	end
	local ret = NpcSystem.getParameter('message_noshop')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_NOSHOP, ret)
	end
	local ret = NpcSystem.getParameter('message_oncloseshop')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_ONCLOSESHOP, ret)
	end
	local ret = NpcSystem.getParameter('message_onbuy')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_ONBUY, ret)
	end
	local ret = NpcSystem.getParameter('message_onsell')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_ONSELL, ret)
	end
	local ret = NpcSystem.getParameter('message_missingmoney')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_MISSINGMONEY, ret)
	end
	local ret = NpcSystem.getParameter('message_needmoney')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_NEEDMONEY, ret)
	end
	local ret = NpcSystem.getParameter('message_missingitem')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_MISSINGITEM, ret)
	end
	local ret = NpcSystem.getParameter('message_needitem')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_NEEDITEM, ret)
	end
	local ret = NpcSystem.getParameter('message_idletimeout')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret)
	end
	local ret = NpcSystem.getParameter('message_walkaway')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_WALKAWAY, ret)
	end
	local ret = NpcSystem.getParameter('message_alreadyfocused')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret)
	end
	local ret = NpcSystem.getParameter('message_placedinqueue')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret)
	end
	local ret = NpcSystem.getParameter('message_buy')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_BUY, ret)
	end
	local ret = NpcSystem.getParameter('message_sell')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_SELL, ret)
	end
	local ret = NpcSystem.getParameter('message_bought')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_BOUGHT, ret)
	end
	local ret = NpcSystem.getParameter('message_sold')
	if(ret ~= nil) then
		npcHandler:setMessage(MESSAGE_SOLD, ret)
	end

	-- Parse modules.
	for parameter, module in pairs(Modules.parseableModules) do
		local ret = NpcSystem.getParameter(parameter)
		if(ret ~= nil) then
			local number = tonumber(ret)
			if(number ~= nil and number ~= 0) then
				npcHandler:addModule(module:new())
			end
		end
	end
end
end

_

 

APARENTEMENTE OS NPC'S RESPONDEM POR TODAS AS COISAS QUE EU COLOCO, MENOS "hi" OU "oi" , EU COLOQUEI "ey" ELES RESPONDERAM.

NÃO CONSIGO ARRUMAR ISSO AJUDA AÍ POR FAVOR.

Editado por SpiderWick
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MODULES:

Não achei nada que me ajudasse.

:(

 

 

-- Advanced NPC System (Created by Jiddo),
-- Modified by Talaturen.
-- Modified by Elf.

if(Modules == nil) then
-- Constants used to separate buying from selling.
SHOPMODULE_SELL_ITEM = 1
SHOPMODULE_BUY_ITEM = 2
SHOPMODULE_BUY_ITEM_CONTAINER = 3

-- Constants used for shop mode. Notice: addBuyableItemContainer is working on all modes
SHOPMODULE_MODE_TALK = 1 -- Old system used before Tibia 8.2: sell/buy item name
SHOPMODULE_MODE_TRADE = 2 -- Trade window system introduced in Tibia 8.2
SHOPMODULE_MODE_BOTH = 3 -- Both working at one time

-- Used in shop mode
SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

-- Constants used for outfit giving mode
OUTFITMODULE_FUNCTION_OLD = doPlayerAddOutfit -- Gives outfit through look type
OUTFITMODULE_FUNCTION_NEW = doPlayerAddOutfitId -- Gives outfit through outfit id

-- Used in outfit module
OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW
if(OUTFITMODULE_FUNCTION == nil) then
	OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_OLD
end

Modules = {
	parseableModules = {}
}

StdModule = {}

-- These callback function must be called with parameters.npcHandler = npcHandler in the parameters table or they will not work correctly.
-- Notice: The members of StdModule have not yet been tested. If you find any bugs, please report them to me.
-- Usage:
	-- keywordHandler:addKeyword({'offer'}, StdModule.say, {npcHandler = npcHandler, text = 'I sell many powerful melee weapons.'})
function StdModule.say(cid, message, keywords, parameters, node)
	local npcHandler = parameters.npcHandler
	if(npcHandler == nil) then
		error('StdModule.say called without any npcHandler instance.')
	end

	local onlyFocus = (parameters.onlyFocus == nil or parameters.onlyFocus == true)
	if(not npcHandler:isFocused(cid) and onlyFocus) then
		return false
	end

	local parseInfo = {[TAG_PLAYERNAME] = getCreatureName(cid)}
	npcHandler:say(npcHandler:parseMessage(parameters.text or parameters.message, parseInfo), cid, parameters.publicize and true)
	if(parameters.reset == true) then
		npcHandler:resetNpc()
	elseif(parameters.moveup ~= nil and type(parameters.moveup) == 'number') then
		npcHandler.keywordHandler:moveUp(parameters.moveup)
	end

	return true
end

--Usage:
	-- local node1 = keywordHandler:addKeyword({'promot'}, StdModule.say, {npcHandler = npcHandler, text = 'I can promote you for 20000 brozne coins. Do you want me to promote you?'})
	-- 		node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, promotion = 1, level = 20}, text = 'Congratulations! You are now promoted.')
	-- 		node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, text = 'Alright then, come back when you are ready.'}, reset = true)
function StdModule.promotePlayer(cid, message, keywords, parameters, node)
	local npcHandler = parameters.npcHandler
	if(npcHandler == nil) then
		error('StdModule.promotePlayer called without any npcHandler instance.')
	end

	if(not npcHandler:isFocused(cid)) then
		return false
	end

	if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('premiumForPromotion')) or not(parameters.premium)) then
		if(getPlayerPromotionLevel(cid) >= parameters.promotion) then
			npcHandler:say('You are already promoted!', cid)
		elseif(getPlayerLevel(cid) < parameters.level) then
			npcHandler:say('I am sorry, but I can only promote you once you have reached level ' .. parameters.level .. '.', cid)
		elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
			npcHandler:say('You do not have enough money!', cid)
		else
			setPlayerPromotionLevel(cid, parameters.promotion)
			npcHandler:say(parameters.text, cid)
		end
	else
		npcHandler:say("You need a premium account in order to get promoted.", cid)
	end

	npcHandler:resetNpc()
	return true
end

function StdModule.learnSpell(cid, message, keywords, parameters, node)
	local npcHandler = parameters.npcHandler
	if(npcHandler == nil) then
		error('StdModule.learnSpell called without any npcHandler instance.')
	end

	if(not npcHandler:isFocused(cid)) then
		return false
	end

	if(isPlayerPremiumCallback(cid) or not(parameters.premium)) then
		if(getPlayerLearnedInstantSpell(cid, parameters.spellName)) then
			npcHandler:say('You already know this spell.', cid)
		elseif(getPlayerLevel(cid) < parameters.level) then
			npcHandler:say('You need to obtain a level of ' .. parameters.level .. ' or higher to be able to learn ' .. parameters.spellName .. '.', cid)
		elseif(getPlayerVocation(cid) ~= parameters.vocation and getPlayerVocation(cid) ~= parameters.vocation + 4 and vocation ~= 9) then
			npcHandler:say('This spell is not for your vocation', cid)
		elseif(not doPlayerRemoveMoney(cid, parameters.price)) then
			npcHandler:say('You do not have enough money, this spell costs ' .. parameters.price .. ' gold coins.', cid)
		else
			npcHandler:say('You have learned ' .. parameters.spellName .. '.', cid)
			playerLearnInstantSpell(cid, parameters.spellName)
		end
	else
		npcHandler:say('You need a premium account in order to buy ' .. parameters.spellName .. '.', cid)
	end

	npcHandler:resetNpc()
	return true
end

function StdModule.bless(cid, message, keywords, parameters, node)
	local npcHandler = parameters.npcHandler
	if(npcHandler == nil) then
		error('StdModule.bless called without any npcHandler instance.')
	end

	if(not getBooleanFromString(getConfigValue('blessings'))) then
		npcHandler:say("Sorry, but Gods moved back my permission to bless anyone.", cid)
		return false
	end

	if(not npcHandler:isFocused(cid)) then
		return false
	end

	if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('blessingsOnlyPremium')) or not parameters.premium) then
		local price = parameters.baseCost
		if(getPlayerLevel(cid) > parameters.startLevel) then
			price = (price + ((math.min(parameters.endLevel, getPlayerLevel(cid)) - parameters.startLevel) * parameters.levelCost))
		end

		if(getPlayerBlessing(cid, parameters.number)) then
			npcHandler:say("Gods have already blessed you with this blessing!", cid)
		elseif(not doPlayerRemoveMoney(cid, price)) then
			npcHandler:say("You don't have enough money for blessing.", cid)
		else
			npcHandler:say("You have been blessed by one of the five gods!", cid)
			doPlayerAddBlessing(cid, parameters.number)
		end
	else
		npcHandler:say('You need a premium account in order to be blessed.', cid)
	end

	npcHandler:resetNpc()
	return true
end

function StdModule.travel(cid, message, keywords, parameters, node)
	local npcHandler = parameters.npcHandler
	if(npcHandler == nil) then
		error('StdModule.travel called without any npcHandler instance.')
	end

	if(not npcHandler:isFocused(cid)) then
		return false
	end

	local storage, pzLocked = parameters.storageValue or (EMPTY_STORAGE + 1), parameters.allowLocked or false
	if(parameters.premium and not isPlayerPremiumCallback(cid)) then
		npcHandler:say('I can only allow premium players to travel with me.', cid)
	elseif(parameters.level ~= nil and getPlayerLevel(cid) < parameters.level) then
		npcHandler:say('You must reach level ' .. parameters.level .. ' before I can let you go there.', cid)
	elseif(parameters.storageId ~= nil and getPlayerStorageValue(cid, parameters.storageId) < storage) then
		npcHandler:say(parameters.storageInfo or 'You may not travel there!', cid)
	elseif(not pzLocked and isPlayerPzLocked(cid)) then
		npcHandler:say('Get out of there with this blood!', cid)
	elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
		npcHandler:say('You do not have enough money.', cid)
	else
		npcHandler:say('It was a pleasure doing business with you.', cid)
		npcHandler:releaseFocus(cid)

		doTeleportThing(cid, parameters.destination, false)
		doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)
	end

	npcHandler:resetNpc()
	return true
end

FocusModule = {
	npcHandler = nil
}

-- Creates a new instance of FocusModule without an associated NpcHandler.
function FocusModule:new()
	local obj = {}
	setmetatable(obj, self)
	self.__index = self
	return obj
end

-- Inits the module and associates handler to it.
function FocusModule:init(handler)
	self.npcHandler = handler
	for i, word in pairs(FOCUS_GREETWORDS) do
		local obj = {}
		table.insert(obj, word)
		obj.callback = FOCUS_GREETWORDS.callback or FocusModule.messageMatcher
		handler.keywordHandler:addKeyword(obj, FocusModule.onGreet, {module = self})
	end

	for i, word in pairs(FOCUS_FAREWELLWORDS) do
		local obj = {}
		table.insert(obj, word)
		obj.callback = FOCUS_FAREWELLWORDS.callback or FocusModule.messageMatcher
		handler.keywordHandler:addKeyword(obj, FocusModule.onFarewell, {module = self})
	end
end

-- Greeting callback function.
function FocusModule.onGreet(cid, message, keywords, parameters)
	parameters.module.npcHandler:onGreet(cid)
	return true
end

-- UnGreeting callback function.
function FocusModule.onFarewell(cid, message, keywords, parameters)
	if(not parameters.module.npcHandler:isFocused(cid)) then
		return false
	end

	parameters.module.npcHandler:onFarewell(cid)
	return true
end

-- Custom message matching callback function for greeting messages.
function FocusModule.messageMatcher(keywords, message)
	local spectators = getSpectators(getCreaturePosition(getNpcId()), 7, 7)
	for i, word in pairs(keywords) do
		if(type(word) == 'string') then
			if(string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]')) then
				if(string.find(message, getCreatureName(getNpcId()))) then
					return true
				end

				for i, uid in ipairs(spectators) do
					if(string.find(message, getCreatureName(uid))) then
						return false
					end
				end

				return true
			end
		end
	end

	return false
end

KeywordModule = {
	npcHandler = nil
}
-- Add it to the parseable module list.
Modules.parseableModules['module_keywords'] = KeywordModule

function KeywordModule:new()
	local obj = {}
	setmetatable(obj, self)
	self.__index = self
	return obj
end

function KeywordModule:init(handler)
	self.npcHandler = handler
end

-- Parses all known parameters.
function KeywordModule:parseParameters()
	local ret = NpcSystem.getParameter('keywords')
	if(ret ~= nil) then
		self:parseKeywords(ret)
	end
end

function KeywordModule:parseKeywords(data)
	local n = 1
	for keys in string.gmatch(data, '[^;]+') do
		local i = 1

		local keywords = {}
		for temp in string.gmatch(keys, '[^,]+') do
			table.insert(keywords, temp)
			i = i + 1
		end

		if(i ~= 1) then
			local reply = NpcSystem.getParameter('keyword_reply' .. n)
			if(reply ~= nil) then
				self:addKeyword(keywords, reply)
			else
				print('[Warning] NpcSystem:', 'Parameter \'' .. 'keyword_reply' .. n .. '\' missing. Skipping...')
			end
		else
			print('[Warning] NpcSystem:', 'No keywords found for keyword set #' .. n .. '. Skipping...')
		end

		n = n + 1
	end
end

function KeywordModule:addKeyword(keywords, reply)
	self.npcHandler.keywordHandler:addKeyword(keywords, StdModule.say, {npcHandler = self.npcHandler, onlyFocus = true, text = reply, reset = true})
end

TravelModule = {
	npcHandler = nil,
	destinations = nil,
	yesNode = nil,
	noNode = nil,
}
-- Add it to the parseable module list.
Modules.parseableModules['module_travel'] = TravelModule

function TravelModule:new()
	local obj = {}
	setmetatable(obj, self)
	self.__index = self
	return obj
end

function TravelModule:init(handler)
	self.npcHandler = handler
	self.yesNode = KeywordNode:new(SHOP_YESWORD, TravelModule.onConfirm, {module = self})
	self.noNode = KeywordNode:new(SHOP_NOWORD, TravelModule.onDecline, {module = self})

	self.destinations = {}
end

-- Parses all known parameters.
function TravelModule:parseParameters()
	local ret = NpcSystem.getParameter('travel_destinations')
	if(ret ~= nil) then
		self:parseDestinations(ret)
		for _, word in ipairs({'destination', 'list', 'where', 'travel'}) do
			self.npcHandler.keywordHandler:addKeyword({word}, TravelModule.listDestinations, {module = self})
		end
	end
end

function TravelModule:parseDestinations(data)
	for destination in string.gmatch(data, '[^;]+') do
		local i, name, pos, cost, premium, level, storage = 1, nil, {x = nil, y = nil, z = nil}, nil, false
		for tmp in string.gmatch(destination, '[^,]+') do
			if(i == 1) then
				name = tmp
			elseif(i == 2) then
				pos.x = tonumber(tmp)
			elseif(i == 3) then
				pos.y = tonumber(tmp)
			elseif(i == 4) then
				pos.z = tonumber(tmp)
			elseif(i == 5) then
				cost = tonumber(tmp)
			elseif(i == 6) then
				premium = getBooleanFromString(tmp)
			else
				print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', tmp, destination)
			end

			i = i + 1
		end

		if(name ~= nil and pos.x ~= nil and pos.y ~= nil and pos.z ~= nil and cost ~= nil) then
			self:addDestination(name, pos, cost, premium)
		else
			print('[Warning] NpcSystem:', 'Parameter(s) missing for travel destination:', name, pos, cost, premium)
		end
	end
end

function TravelModule:addDestination(name, position, price, premium)
	table.insert(self.destinations, name)
	local parameters = {
		cost = price,
		destination = position,
		premium = premium,
		module = self
	}

	local keywords, bringwords = {}, {}
	table.insert(keywords, name)

	table.insert(bringwords, 'bring me to ' .. name)
	self.npcHandler.keywordHandler:addKeyword(bringwords, TravelModule.bring, parameters)

	local node = self.npcHandler.keywordHandler:addKeyword(keywords, TravelModule.travel, parameters)
	node:addChildKeywordNode(self.yesNode)
	node:addChildKeywordNode(self.noNode)
end

function TravelModule.travel(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	module.npcHandler:say('Do you want to travel to ' .. keywords[1] .. ' for ' .. parameters.cost .. ' gold coins?', cid)
	return true
end

function TravelModule.onConfirm(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local parent = node:getParent():getParameters()
	if(isPlayerPremiumCallback(cid) or not parent.premium) then
		if(not isPlayerPzLocked(cid)) then
			if(doPlayerRemoveMoney(cid, parent.cost)) then
				module.npcHandler:say('It was a pleasure doing business with you.', cid)
				module.npcHandler:releaseFocus(cid)

				doTeleportThing(cid, parent.destination, true)
				doSendMagicEffect(parent.destination, CONST_ME_TELEPORT)
			else
				module.npcHandler:say('You do not have enough money.', cid)
			end
		else
			module.npcHandler:say('Get out of there with this blood!', cid)
		end
	else
		modulenpcHandler:say('I can only allow premium players to travel there.', cid)
	end

	module.npcHandler:resetNpc()
	return true
end

-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
function TravelModule.onDecline(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)
	module.npcHandler:resetNpc()
	return true
end

function TravelModule.bring(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	if((isPlayerPremiumCallback(cid) or not parameters.premium) and not isPlayerPzLocked(cid) and doPlayerRemoveMoney(cid, parameters.cost)) then
		module.npcHandler:say('Sure!', cid)
		module.npcHandler:releaseFocus(cid)

		doTeleportThing(cid, parameters.destination, false)
		doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)
	end

	module.npcHandler:releaseFocus(cid)
	return true
end

function TravelModule.listDestinations(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local msg = nil
	for _, destination in ipairs(module.destinations) do
		if(msg ~= nil) then
			msg = msg .. ", "
		else
			msg = ""
		end

		msg = msg .. "{" .. destination .. "}"
	end

	module.npcHandler:say(msg .. ".", cid)
	module.npcHandler:resetNpc()
	return true
end

OutfitModule = {
	npcHandler = nil,
	outfits = nil,
	yesNode = nil,
	noNode = nil,
}
-- Add it to the parseable module list.
Modules.parseableModules['module_outfit'] = OutfitModule

function OutfitModule:new()
	if(OUTFITMODULE_FUNCTION == nil) then
		return nil
	end

	local obj = {}
	setmetatable(obj, self)
	self.__index = self
	return obj
end

function OutfitModule:init(handler)
	self.npcHandler = handler
	self.yesNode = KeywordNode:new(SHOP_YESWORD, OutfitModule.onConfirm, {module = self})
	self.noNode = KeywordNode:new(SHOP_NOWORD, OutfitModule.onDecline, {module = self})

	self.outfits = {}
end

-- Parses all known parameters.
function OutfitModule:parseParameters()
	local ret = NpcSystem.getParameter('outfits')
	if(ret ~= nil) then
		self:parseKeywords(ret)
		for _, word in ipairs({'outfits', 'addons'}) do
			self.npcHandler.keywordHandler:addKeyword({word}, OutfitModule.listOutfits, {module = self})
		end
	end
end

function OutfitModule:parseKeywords(data)
	local n = 1
	for outfit in string.gmatch(data, '[^;]+') do
		local i, keywords = 1, {}
		for tmp in string.gmatch(outfit, '[^,]+') do
			table.insert(keywords, tmp)
			i = i + 1
		end

		if(i > 0) then
			local ret = NpcSystem.getParameter('outfit' .. n)
			if(ret ~= nil) then
				self:parseList(keywords, ret)
			else
				print('[Warning] NpcSystem:', 'Missing \'outfit' .. n .. '\' parameter, skipping...')
			end
		else
			print('[Warning] NpcSystem:', 'No keywords found for outfit set #' .. n .. ', skipping...')
		end

		n = n + 1
	end
end

function OutfitModule:parseList(keywords, data)
	local outfit, items = nil, {}
	for list in string.gmatch(data, '[^;]+') do
		local a, b, c, d, e = nil, nil, nil, nil, 1
		for tmp in string.gmatch(list, '[^,]+') do
			if(e == 1) then
				a = tmp
			elseif(e == 2) then
				b = tmp
			elseif(e == 3) then
				c = tmp
			elseif(e == 4) then
				d = tmp
			else
				print('[Warning] NpcSystem:', 'Unknown parameter found in outfit list while parsing ' .. (outfit == nil and 'outfit' or 'item') .. '.', tmp, list)
			end

			e = e + 1
		end

		if(outfit == nil) then
			outfit = {tonumber(a), tonumber(b), getBooleanFromString(c), d}
		elseif(a ~= nil) then
			local tmp = tonumber(a)
			if((tmp ~= nil or tostring(a) == "money") and b ~= nil and c ~= nil) then
				a = tmp or 20000
				tmp = tonumber(d)
				if(tmp == nil) then
					tmp = -1
				end

				items[a] = {b, tmp, c}
			else
				print('[Warning] NpcSystem:', 'Missing parameter(s) for outfit items.', b, c, d)
			end
		else
			print('[Warning] NpcSystem:', 'Missing base parameter for outfit items.', a)
		end
	end

	if(type(outfit) == 'table') then
		local tmp = true
		for i = 1, 2 do
			if(outfit[i] == nil) then
				tmp = false
				break
			end
		end

		if(tmp and table.maxn(items) > 0) then
			self:addOutfit(keywords, outfit, items)
		else
			print('[Warning] NpcSystem:', 'Invalid outfit, addon or empty items pool.', data)
		end
	end
end

function OutfitModule:addOutfit(keywords, outfit, items)
	table.insert(self.outfits, keywords[1])
	local parameters = {
		outfit = outfit[1],
		addon = outfit[2],
		premium = outfit[3],
		gender = nil,
		items = items,
		module = self
	}

	if(outfit[4] ~= nil) then
		local tmp = string.lower(tostring(outfit[5]))
		if(tmp == 'male' or tmp == '1') then
			parameters.gender = 1
		elseif(tmp == 'female' or tmp == '0') then
			parameters.gender = 0
		end
	end

	for i, name in pairs(keywords) do
		local words = {}
		table.insert(words, name)

		local node = self.npcHandler.keywordHandler:addKeyword(words, OutfitModule.obtain, parameters)
		node:addChildKeywordNode(self.yesNode)
		node:addChildKeywordNode(self.noNode)
	end
end

function OutfitModule.obtain(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local items = nil
	for k, v in pairs(parameters.items) do
		if(v[1] ~= "storageset") then
			if(items ~= nil) then
				items = items .. ", "
			else
				items = ""
			end

			if(tonumber(v[1]) ~= nil and tonumber(v[1]) > 1) then
				items = items .. v[1] .. " "
			end

			items = items .. v[3]
		end
	end

	module.npcHandler:say('Do you want ' .. keywords[1] .. ' ' .. (addon == 0 and "outfit" or "addon") .. ' for ' .. items .. '?', cid)
	return true

end

function OutfitModule.onConfirm(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local parent = node:getParent():getParameters()
	if(isPlayerPremiumCallback(cid) or not parent.premium) then
		if(not canPlayerWearOutfitId(cid, parent.outfit, parent.addon)) then
			if(parent.addon == 0 or canPlayerWearOutfitId(cid, parent.outfit)) then
				if(parent.gender == nil or parent.gender == getPlayerSex(cid)) then
					local found = true
					for k, v in pairs(parent.items) do
						local tmp = tonumber(v[1])
						if(tmp == nil) then
							if(v[1] == "storagecheck") then
								if(getCreatureStorage(cid, k) < v[2]) then
									found = false
								end
							elseif(v[1] == "outfitid") then
								if(not canPlayerWearOutfitId(cid, k, v[2])) then
									found = false
								end
							elseif(v[1] == "outfit") then
								if(not canPlayerWearOutfit(cid, k, v[2])) then
									found = false
								end
							else
								found = false
							end
						elseif(k == 20000) then
							if(getPlayerMoney(cid) < tmp) then
								found = false
							end
						elseif(getPlayerItemCount(cid, k, v[2]) < tmp) then
							found = false
						end

						if(not found) then
							break
						end
					end

					if(found) then
						for k, v in pairs(parent.items) do
							if(tonumber(v[1]) ~= nil) then
								if(k == 20000) then
									doPlayerRemoveMoney(cid, v[1])
								else
									doPlayerRemoveItem(cid, k, v[1], v[2])
								end
							elseif(v[1] == "storageset") then
								doCreatureSetStorage(cid, k, v[2])
							end
						end

						module.npcHandler:say('It was a pleasure to dress you.', cid)
						OUTFITMODULE_FUNCTION(cid, parent.outfit, parent.addon)
						doPlayerSetStorageValue(cid, parent.storageId, storage)
					else
						module.npcHandler:say('You don\'t have these items!', cid)
					end
				else
					module.npcHandler:say('Sorry, this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. ' is not for your gender.', cid)
				end
			else
				module.npcHandler:say('I will not dress you with addon of outfit you cannot wear!', cid)
			end
		else
			module.npcHandler:say('You alrady have this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. '!', cid)
		end
	else
		module.npcHandler:say('Sorry, I dress only premium players.', cid)
	end

	module.npcHandler:resetNpc()
	return true
end

-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
function OutfitModule.onDecline(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)
	module.npcHandler:resetNpc()
	return true
end

function OutfitModule.listOutfits(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local msg = nil
	if(table.maxn(module.outfits) > 0) then
		for _, outfit in ipairs(module.outfits) do
			if(msg ~= nil) then
				msg = msg .. ", "
			else
				msg = "I can dress you into "
			end

			msg = msg .. "{" .. outfit .. "}"
		end
	else
		msg = "Sorry, I have nothing to offer right now."
	end

	module.npcHandler:say(msg .. ".", cid)
	module.npcHandler:resetNpc()
	return true
end

ShopModule = {
	npcHandler = nil,
	yesNode = nil,
	noNode = nil,
	noText = '',
	maxCount = 100,
	amount = 0
}

-- Add it to the parseable module list.
Modules.parseableModules['module_shop'] = ShopModule

-- Creates a new instance of ShopModule
function ShopModule:new()
	local obj = {}
	setmetatable(obj, self)
	self.__index = self
	return obj
end

-- Parses all known parameters.
function ShopModule:parseParameters()
	local ret = NpcSystem.getParameter('shop_buyable')
	if(ret ~= nil) then
		self:parseBuyable(ret)
	end

	local ret = NpcSystem.getParameter('shop_sellable')
	if(ret ~= nil) then
		self:parseSellable(ret)
	end

	local ret = NpcSystem.getParameter('shop_buyable_containers')
	if(ret ~= nil) then
		self:parseBuyableContainers(ret)
	end
end

-- Parse a string contaning a set of buyable items.
function ShopModule:parseBuyable(data)
	for item in string.gmatch(data, '[^;]+') do
		local i = 1

		local name = nil
		local itemid = nil
		local cost = nil
		local subType = nil
		local realName = nil

		for temp in string.gmatch(item, '[^,]+') do
			if(i == 1) then
				name = temp
			elseif(i == 2) then
				itemid = tonumber(temp)
			elseif(i == 3) then
				cost = tonumber(temp)
			elseif(i == 4) then
				subType = tonumber(temp)
			elseif(i == 5) then
				realName = temp
			else
				print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
			end
			i = i + 1
		end

		if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
			if(itemid ~= nil and cost ~= nil) then
				if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
					print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
				else
					self:addBuyableItem(nil, itemid, cost, subType, realName)
				end
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
			end
		else
			if(name ~= nil and itemid ~= nil and cost ~= nil) then
				if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
					print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
				else
					local names = {}
					table.insert(names, name)
					self:addBuyableItem(names, itemid, cost, subType, realName)
				end
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
			end
		end
	end
end

-- Parse a string contaning a set of sellable items.
function ShopModule:parseSellable(data)
	for item in string.gmatch(data, '[^;]+') do
		local i = 1

		local name = nil
		local itemid = nil
		local cost = nil
		local realName = nil

		for temp in string.gmatch(item, '[^,]+') do
			if(i == 1) then
				name = temp
			elseif(i == 2) then
				itemid = tonumber(temp)
			elseif(i == 3) then
				cost = tonumber(temp)
			elseif(i == 4) then
				realName = temp
			else
				print('[Warning] NpcSystem:', 'Unknown parameter found in sellable items parameter.', temp, item)
			end
			i = i + 1
		end

		if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
			if(itemid ~= nil and cost ~= nil) then
				self:addSellableItem(nil, itemid, cost, realName)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
			end
		else
			if(name ~= nil and itemid ~= nil and cost ~= nil) then
				local names = {}
				table.insert(names, name)
				self:addSellableItem(names, itemid, cost, realName)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
			end
		end
	end
end

-- Parse a string contaning a set of buyable items.
function ShopModule:parseBuyableContainers(data)
	for item in string.gmatch(data, '[^;]+') do
		local i = 1

		local name = nil
		local container = nil
		local itemid = nil
		local cost = nil
		local subType = nil
		local realName = nil

		for temp in string.gmatch(item, '[^,]+') do
			if(i == 1) then
				name = temp
			elseif(i == 2) then
				itemid = tonumber(temp)
			elseif(i == 3) then
				itemid = tonumber(temp)
			elseif(i == 4) then
				cost = tonumber(temp)
			elseif(i == 5) then
				subType = tonumber(temp)
			elseif(i == 6) then
				realName = temp
			else
				print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
			end
			i = i + 1
		end

		if(name ~= nil and container ~= nil and itemid ~= nil and cost ~= nil) then
			if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
				print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
			else
				local names = {}
				table.insert(names, name)
				self:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
			end
		else
			print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, container, itemid, cost)
		end
	end
end

-- Initializes the module and associates handler to it.
function ShopModule:init(handler)
	self.npcHandler = handler
	self.yesNode = KeywordNode:new(SHOP_YESWORD, ShopModule.onConfirm, {module = self})
	self.noNode = KeywordNode:new(SHOP_NOWORD, ShopModule.onDecline, {module = self})

	self.noText = handler:getMessage(MESSAGE_DECLINE)
	if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
		for i, word in pairs(SHOP_TRADEREQUEST) do
			local obj = {}
			table.insert(obj, word)

			obj.callback = SHOP_TRADEREQUEST.callback or ShopModule.messageMatcher
			handler.keywordHandler:addKeyword(obj, ShopModule.requestTrade, {module = self})
		end
	end
end

-- Custom message matching callback function for requesting trade messages.
function ShopModule.messageMatcher(keywords, message)
	for i, word in pairs(keywords) do
		if(type(word) == 'string') then
			if string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]') then
				return true
			end
		end
	end

	return false
end

-- Resets the module-specific variables.
function ShopModule:reset()
	self.amount = 0
end

-- Function used to match a number value from a string.
function ShopModule:getCount(message)
	local ret = 1
	local b, e = string.find(message, PATTERN_COUNT)
	if b ~= nil and e ~= nil then
		ret = tonumber(string.sub(message, b, e))
	end

	if(ret <= 0) then
		ret = 1
	elseif(ret > self.maxCount) then
		ret = self.maxCount
	end

	return ret
end

-- Adds a new buyable item.
--	names = A table containing one or more strings of alternative names to this item. Used only for old buy/sell system.
--	itemid = The itemid of the buyable item
--	cost = The price of one single item
--	subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.
--	realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)
function ShopModule:addBuyableItem(names, itemid, cost, subType, realName)
	if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
		if(self.npcHandler.shopItems[itemid] == nil) then
			self.npcHandler.shopItems[itemid] = {buyPrice = -1, sellPrice = -1, subType = 1, realName = ""}
		end

		self.npcHandler.shopItems[itemid].buyPrice = cost
		self.npcHandler.shopItems[itemid].realName = realName or getItemNameById(itemid)
		self.npcHandler.shopItems[itemid].subType = subType or 1
	end

	if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
		local parameters = {
			itemid = itemid,
			cost = cost,
			eventType = SHOPMODULE_BUY_ITEM,
			module = self,
			realName = realName or getItemNameById(itemid),
			subType = subType or 1
		}

		for i, name in pairs(names) do
			local keywords = {}
			table.insert(keywords, 'buy')
			table.insert(keywords, name)

			local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
			node:addChildKeywordNode(self.yesNode)
			node:addChildKeywordNode(self.noNode)
		end
	end
end

-- Adds a new buyable container of items.
--	names = A table containing one or more strings of alternative names to this item.
--	container = Backpack, bag or any other itemid of container where bought items will be stored
--	itemid = The itemid of the buyable item
--	cost = The price of one single item
--	subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.
--	realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)
function ShopModule:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
	if(names ~= nil) then
		local parameters = {
			container = container,
			itemid = itemid,
			cost = cost,
			eventType = SHOPMODULE_BUY_ITEM_CONTAINER,
			module = self,
			realName = realName or getItemNameById(itemid),
			subType = subType or 1
		}

		for i, name in pairs(names) do
			local keywords = {}
			table.insert(keywords, 'buy')
			table.insert(keywords, name)

			local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
			node:addChildKeywordNode(self.yesNode)
			node:addChildKeywordNode(self.noNode)
		end
	end
end

-- Adds a new sellable item.
--	names = A table containing one or more strings of alternative names to this item. Used only by old buy/sell system.
--	itemid = The itemid of the sellable item
--	cost = The price of one single item
--	realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)
function ShopModule:addSellableItem(names, itemid, cost, realName)
	if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
		if(self.npcHandler.shopItems[itemid] == nil) then
			self.npcHandler.shopItems[itemid] = {buyPrice = -1, sellPrice = -1, subType = 1, realName = ""}
		end

		self.npcHandler.shopItems[itemid].sellPrice = cost
		self.npcHandler.shopItems[itemid].realName = realName or getItemNameById(itemid)
	end

	if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
		local parameters = {
			itemid = itemid,
			cost = cost,
			eventType = SHOPMODULE_SELL_ITEM,
			module = self,
			realName = realName or getItemNameById(itemid)
		}

		for i, name in pairs(names) do
			local keywords = {}
			table.insert(keywords, 'sell')
			table.insert(keywords, name)

			local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
			node:addChildKeywordNode(self.yesNode)
			node:addChildKeywordNode(self.noNode)
		end
	end
end

-- onModuleReset callback function. Calls ShopModule:reset()
function ShopModule:callbackOnModuleReset()
	self:reset()
	return true
end

-- Callback onBuy() function. If you wish, you can change certain Npc to use your onBuy().
function ShopModule:callbackOnBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
	if(self.npcHandler.shopItems[itemid] == nil) then
		error("[shopModule.onBuy]", "items[itemid] == nil")
		return false
	end

	if(self.npcHandler.shopItems[itemid].buyPrice == -1) then
		error("[shopModule.onSell]", "Attempt to buy a non-buyable item")
		return false
	end

	local backpack = 1988
	local totalCost = amount * self.npcHandler.shopItems[itemid].buyPrice
	if(inBackpacks) then
		totalCost = totalCost + (math.max(1, math.floor(amount / getContainerCapById(backpack))) * 20)
	end

	local parseInfo = {
		[TAG_PLAYERNAME] = getPlayerName(cid),
		[TAG_ITEMCOUNT] = amount,
		[TAG_TOTALCOST] = totalCost,
		[TAG_ITEMNAME] = self.npcHandler.shopItems[itemid].realName
	}

	if(getPlayerMoney(cid) < totalCost) then
		local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY)
		msg = self.npcHandler:parseMessage(msg, parseInfo)
		doPlayerSendCancel(cid, msg)
		return false
	end

	local subType = self.npcHandler.shopItems[itemid].subType or 1
	local a, b = doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack)
	if(a < amount) then
		local msgId = MESSAGE_NEEDMORESPACE
		if(a == 0) then
			msgId = MESSAGE_NEEDSPACE
		end

		local msg = self.npcHandler:getMessage(msgId)
		parseInfo[TAG_ITEMCOUNT] = a
		msg = self.npcHandler:parseMessage(msg, parseInfo)
		doPlayerSendCancel(cid, msg)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			self.npcHandler.talkStart[cid] = os.time()
		else
			self.npcHandler.talkStart = os.time()
		end

		if(a > 0) then
			doPlayerRemoveMoney(cid, ((a * self.npcHandler.shopItems[itemid].buyPrice) + (b * 20)))
			return true
		end

		return false
	else
		local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT)
		msg = self.npcHandler:parseMessage(msg, parseInfo)
		doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, msg)
		doPlayerRemoveMoney(cid, totalCost)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			self.npcHandler.talkStart[cid] = os.time()
		else
			self.npcHandler.talkStart = os.time()
		end

		return true
	end
end

-- Callback onSell() function. If you wish, you can change certain Npc to use your onSell().
function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
	if(self.npcHandler.shopItems[itemid] == nil) then
		error("[shopModule.onSell]", "items[itemid] == nil")
		return false
	end

	if(self.npcHandler.shopItems[itemid].sellPrice == -1) then
		error("[shopModule.onSell]", "Attempt to sell a non-sellable item")
		return false
	end

	local parseInfo = {
		[TAG_PLAYERNAME] = getPlayerName(cid),
		[TAG_ITEMCOUNT] = amount,
		[TAG_TOTALCOST] = amount * self.npcHandler.shopItems[itemid].sellPrice,
		[TAG_ITEMNAME] = self.npcHandler.shopItems[itemid].realName
	}

	if(subType < 1) then
		subType = -1
	end

	if(doPlayerRemoveItem(cid, itemid, amount, subType)) then
		local msg = self.npcHandler:getMessage(MESSAGE_SOLD)
		msg = self.npcHandler:parseMessage(msg, parseInfo)
		doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, msg)
		doPlayerAddMoney(cid, amount * self.npcHandler.shopItems[itemid].sellPrice)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			self.npcHandler.talkStart[cid] = os.time()
		else
			self.npcHandler.talkStart = os.time()
		end
		return true
	else
		local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM)
		msg = self.npcHandler:parseMessage(msg, parseInfo)
		doPlayerSendCancel(cid, msg)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			self.npcHandler.talkStart[cid] = os.time()
		else
			self.npcHandler.talkStart = os.time()
		end
		return false
	end
end

-- Callback for requesting a trade window with the NPC.
function ShopModule.requestTrade(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local itemWindow = {}
	for itemid, attr in pairs(module.npcHandler.shopItems) do
		local item = {id = itemid, buy = attr.buyPrice, sell = attr.sellPrice, subType = attr.subType, name = attr.realName}
		table.insert(itemWindow, item)
	end

	if(itemWindow[1] == nil) then
		local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
		local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_NOSHOP), parseInfo)
		module.npcHandler:say(msg, cid)
		return true
	end

	local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
	local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_SENDTRADE), parseInfo)
	openShopWindow(cid, itemWindow,
		function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks) end,
		function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks) end)
	module.npcHandler:say(msg, cid)
	return true
end

-- onConfirm keyword callback function. Sells/buys the actual item.
function ShopModule.onConfirm(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local parentParameters = node:getParent():getParameters()
	local parseInfo = {
		[TAG_PLAYERNAME] = getPlayerName(cid),
		[TAG_ITEMCOUNT] = module.amount,
		[TAG_TOTALCOST] = parentParameters.cost * module.amount,
		[TAG_ITEMNAME] = parentParameters.realName
	}

	if(parentParameters.eventType == SHOPMODULE_SELL_ITEM) then
		local ret = doPlayerSellItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount)
		if(ret) then
			local msg = module.npcHandler:getMessage(MESSAGE_ONSELL)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		else
			local msg = module.npcHandler:getMessage(MESSAGE_MISSINGITEM)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		end
	elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then
		local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
		if(ret) then
			if parentParameters.itemid == ITEM_PARCEL then
				doPlayerBuyItem(cid, ITEM_LABEL, module.amount, 0, parentParameters.subType)
			end
			local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		else
			local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		end
	elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
		local ret = doPlayerBuyItemContainer(cid, parentParameters.container, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
		if(ret) then
			local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		else
			local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		end
	end

	module.npcHandler:resetNpc()
	return true
end

-- onDecliune keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
function ShopModule.onDecline(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local parentParameters = node:getParent():getParameters()
	local parseInfo = {
		[TAG_PLAYERNAME] = getPlayerName(cid),
		[TAG_ITEMCOUNT] = module.amount,
		[TAG_TOTALCOST] = parentParameters.cost * module.amount,
		[TAG_ITEMNAME] = parentParameters.realName
	}

	local msg = module.npcHandler:parseMessage(module.noText, parseInfo)
	module.npcHandler:say(msg, cid)
	module.npcHandler:resetNpc()
	return true
end

-- tradeItem callback function. Makes the npc say the message defined by MESSAGE_BUY or MESSAGE_SELL
function ShopModule.tradeItem(cid, message, keywords, parameters, node)
	local module = parameters.module
	if(not module.npcHandler:isFocused(cid)) then
		return false
	end

	local count = module:getCount(message)
	module.amount = count
	local parseInfo = {
		[TAG_PLAYERNAME] = getPlayerName(cid),
		[TAG_ITEMCOUNT] = module.amount,
		[TAG_TOTALCOST] = parameters.cost * module.amount,
		[TAG_ITEMNAME] = parameters.realName
	}

	if(parameters.eventType == SHOPMODULE_SELL_ITEM) then
		local msg = module.npcHandler:getMessage(MESSAGE_SELL)
		msg = module.npcHandler:parseMessage(msg, parseInfo)
		module.npcHandler:say(msg, cid)
	elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then
		local msg = module.npcHandler:getMessage(MESSAGE_BUY)
		msg = module.npcHandler:parseMessage(msg, parseInfo)
		module.npcHandler:say(msg, cid)
	elseif(parameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
		local msg = module.npcHandler:getMessage(MESSAGE_BUY)
		msg = module.npcHandler:parseMessage(msg, parseInfo)
		module.npcHandler:say(msg, cid)
	end

	return true
end
end

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Se o problema for com todos os Npcs o jeito é como o Digaao disse.

Se você colocou novos Npcs no server, coloque a pasta antiga de npc e o mapa que vc editou se o problema continuar, algo errado aconteceu com seu Mapa se o problema for resolvido, os novos Npcs que vc adcionou não estão editados corretamente.

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Não tenho certeza se ajude, mas no modules.lua tente deixa o inicio assim:

-- Advanced NPC System (Created by Jiddo),
-- Modified by Talaturen.
-- Modified by Elf.

if(Modules == nil) then
-- default words for greeting and ungreeting the npc. Should be a table containing all such words.
FOCUS_GREETWORDS = {'hi', 'hello', 'hey'}
FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}

-- The words for requesting trade window.
SHOP_TRADEREQUEST = {'offer', 'trade'}

-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! Should be a teble with a single string value.
SHOP_YESWORD = {'yes'}
SHOP_NOWORD = {'no'}

-- Pattern used to get the amount of an item a player wants to buy/sell.
PATTERN_COUNT = '%d+'

-- Constants used to separate buying from selling.
SHOPMODULE_SELL_ITEM = 1
SHOPMODULE_BUY_ITEM = 2
SHOPMODULE_BUY_ITEM_CONTAINER = 3

 

Isso ocorre desde que você baixou? Se não, quando começou a acontecer isso?

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