lukervis 0 Postado Março 9, 2012 Share Postado Março 9, 2012 Então pessoal, ja quebrei a cabeça aqui por mais de 2 horas e não consegui resolver esse pequeno problema: Sempre que vou comprar bless, o npc diz a seguinte frase Blessings: Sorry, but Gods moved back my permission to bless anyone. Poderiam me informar como retirar esse erro ? Link para o comentário Compartilhar em outros sites More sharing options...
Beeki 284 Postado Março 9, 2012 Share Postado Março 9, 2012 Muda pra esse script. local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local node1 = keywordHandler:addKeyword({'first bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the first blessing for 10000 gold?'}) node1:addChildKeyword({'yes'}, StdModule.bless, {npcHandler = npcHandler, bless = 1, premium = true, cost = 10000}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Too expensive, eh?'}) local node2 = keywordHandler:addKeyword({'second bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the second blessing for 10000 gold?'}) node2:addChildKeyword({'yes'}, StdModule.bless, {npcHandler = npcHandler, bless = 2, premium = true, cost = 10000}) node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Too expensive, eh?'}) local node3 = keywordHandler:addKeyword({'third bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the third blessing for 10000 gold?'}) node3:addChildKeyword({'yes'}, StdModule.bless, {npcHandler = npcHandler, bless = 3, premium = true, cost = 10000}) node3:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Too expensive, eh?'}) local node4 = keywordHandler:addKeyword({'fourth bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the fourth blessing for 10000 gold?'}) node4:addChildKeyword({'yes'}, StdModule.bless, {npcHandler = npcHandler, bless = 4, premium = true, cost = 10000}) node4:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Too expensive, eh?'}) local node5 = keywordHandler:addKeyword({'fifth bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the fifth blessing for 10000 gold?'}) node5:addChildKeyword({'yes'}, StdModule.bless, {npcHandler = npcHandler, bless = 5, premium = true, cost = 10000}) node5:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Too expensive, eh?'}) npcHandler:addModule(FocusModule:new()) Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 9, 2012 Autor Share Postado Março 9, 2012 Cara, continua o mesmo erro :s Sorry, but Gods moved back my permission to bless anyone. Link para o comentário Compartilhar em outros sites More sharing options...
Beeki 284 Postado Março 9, 2012 Share Postado Março 9, 2012 sua conta é premium ? Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 9, 2012 Autor Share Postado Março 9, 2012 Sim, obviamente Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Março 9, 2012 Share Postado Março 9, 2012 Vai na npc/scripts/lib/npcsystem/modules.lua e troca function StdModule.bless(cid, message, keywords, parameters, node) local npcHandler = parameters.npcHandler if(npcHandler == nil) then print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.bless - Call without any npcHandler instance.') return false 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 por function StdModule.bless(cid, message, keywords, parameters, node) local npcHandler = parameters.npcHandler if(npcHandler == nil) then print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.bless - Call without any npcHandler instance.') 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 Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 9, 2012 Autor Share Postado Março 9, 2012 No meu otserv não tem esse arquivo nesse local, o meu modules.lua fica no npc/lib/npcsystem Quando coloquei isso no modules, deu vários erros de npc no distro irei postar aqui meu modules.lua -- 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©, 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 == 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 Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Março 9, 2012 Share Postado Março 9, 2012 ta ai então -- 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 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©, 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 Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 9, 2012 Autor Share Postado Março 9, 2012 Deus os mesmo erros em todos os scripts de npc's.. Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Março 9, 2012 Share Postado Março 9, 2012 que erro? Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 9, 2012 Autor Share Postado Março 9, 2012 (editado) Seguinte: quando eu coloco o ultimo script que você me passou, da INFINITOS ERROS, eu não conseguia nem copiar os erros que davam, então tirei uma print http://imageshack.us...6/71693402.png/ E outra, o script que estou usando no modules não é igual ao que eu passei no post #7, ai vai uma print para você entender melhor http://imageshack.us...3/48562327.png/ é tudo desalinhado... Ai eu peguei esse script da 2º foto, e coloquei no spoiler do post 7#, ai ele alinhou sozinho, logo depois de você me passar o script do post #8, eu testei e deu aqueles infinitos erros, depois disso eu fiz um backup do script que eu postei no post #7, ai deu os mesmo erros, ou seja, oque deu a entender foi que somente o script desalinhado funciona @EDIT2 EDITADO COM FOTOS, @EDIT3: Eu retirei o a função que fazia o npc falar a frase, e deu esses erros [09/03/2012 00:25:16] [Error - Npc interface] [09/03/2012 00:25:16] data/npc/scripts/blessing.lua:onCreatureSay [09/03/2012 00:25:16] Description: [09/03/2012 00:25:16] data/npc/lib/npcsystem/modules.lua:137: attempt to compare nil with number [09/03/2012 00:25:16] stack traceback: [09/03/2012 00:25:16] data/npc/lib/npcsystem/modules.lua:137: in function 'callback' [09/03/2012 00:25:16] data/npc/lib/npcsystem/keywordhandler.lua:40: in function 'processMessage' [09/03/2012 00:25:16] data/npc/lib/npcsystem/keywordhandler.lua:168: in function 'processNodeMessage' [09/03/2012 00:25:16] data/npc/lib/npcsystem/keywordhandler.lua:122: in function 'processMessage' [09/03/2012 00:25:16] data/npc/lib/npcsystem/npchandler.lua:387: in function 'onCreatureSay' [09/03/2012 00:25:16] data/npc/scripts/blessing.lua:7: in function <data/npc/scripts/blessing.lua:7> Editado Março 9, 2012 por luakao Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Março 9, 2012 Share Postado Março 9, 2012 então usa esse npc que eu fiz para você: local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end function AddBless(cid, message, keywords, parameters, node) if(not npcHandler:isFocused(cid)) then return false end if getPlayerBlessing(cid, parameters.bless) then return true,npcHandler:say('Sorry,Gods have already blessed you with this blessing!', cid) elseif parameters.premium == true and not isPremium(cid) then return true,npcHandler:say('Sorry,Only premium members buy this mount!', cid) elseif getPlayerLevel(cid) < parameters.level then return true,npcHandler:say('Sorry,you need level '..parameters.level..' to buy this bless!', cid) elseif not doPlayerRemoveMoney(cid, parameters.price) then return true,npcHandler:say('Sorry You need '..parameters.price..' gps to buy this bless!', cid) end getPlayerBlessing(cid, parameters.bless) npcHandler:say('You have been blessed by the gods!', cid) npcHandler:resetNpc() return true end keywordHandler:addKeyword({'help'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I sell these bless: {first bless},{second bless},{third bless},{fourth bless} or {fifth bless}!'}) local node1 = keywordHandler:addKeyword({'first bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the first blessing for 10000 gold?'}) node1:addChildKeyword({'yes'}, AddBless, {bless = 1,price = 10000,level = 10,premium = false}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Ok, then.', reset = true}) local node2 = keywordHandler:addKeyword({'second bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the second blessing for 10000 gold?'}) node2:addChildKeyword({'yes'}, AddBless, {bless = 2,price = 10000,level = 15,premium = false}) node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Ok, then.', reset = true}) local node3 = keywordHandler:addKeyword({'third bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the third blessing for 10000 gold?'}) node3:addChildKeyword({'yes'}, AddBless, {bless = 3,price = 10000,level = 20,premium = true}) node3:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Ok, then.', reset = true}) local node4 = keywordHandler:addKeyword({'fourth bless}'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the fourth blessing for 10000 gold?'}) node4:addChildKeyword({'yes'}, AddBless, {bless = 4,price = 10000,level = 25,premium = true}) node4:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Ok, then.', reset = true}) local node5 = keywordHandler:addKeyword({'fifth bless'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to buy the fifth blessing for 10000 gold?'}) node5:addChildKeyword({'yes'}, AddBless, {bless = 5,price = 10000,level = 30,premium = true}) node5:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Ok, then.', reset = true}) npcHandler:addModule(FocusModule:new()) Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 9, 2012 Autor Share Postado Março 9, 2012 Eu coloquei esse npc, ele não adiciona bless, e outra... quando eu coloco comando !bless, ele adiciona bless, mas a bless não funciona como aol :S Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Março 10, 2012 Share Postado Março 10, 2012 ele não adiciona? eu testei aqui fera o bug deve ser no seu distro,no caso não está adicionando bless... Link para o comentário Compartilhar em outros sites More sharing options...
lukervis 0 Postado Março 10, 2012 Autor Share Postado Março 10, 2012 (editado) Tipo, ele adiciona bless, mas uma bless como se fosse no 8.0, ela não conta com AOL 'embutido'.. todos os tipos de bless que coloquei aqui, a bless não funciona como AOL Editado Março 10, 2012 por luakao Link para o comentário Compartilhar em outros sites More sharing options...
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