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[ Resolvido ]Ajuda No Script Npc


chavephilips

Pergunta

Rapaiz, todo dia tenho uma dúvida smile_positivo.gif

 

TFS: 0.4

Cliente: 8.6

 

Bom, eu queria criar um npc que quando o player fosse "male" ele falasse:

"Welcome Mr. |PLAYERNAME|, want look my pearls? {Trade} with me!"

 

e quando fosse "female" falasse:

"Welcome Mrs. |PLAYERNAME|, want look my pearls? {Trade} with me!

 

Ou seja, só muda o Mr. e o Mrs.

 

Eu percebi que não sei nada de LUA quando tentei fazer esse mísero script e não consegui blush.png

 

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

getPlayerSex(cid)
PLAYERSEX_FEMALE = 0
PLAYERSEX_MALE = 1
ifgetPlayerSex(cid) == PLAYERSEX_FEMALE and (msgcontains(msg, 'hi','hello') then
  selfSay('Welcome Mrs. ' .. creatureGetName(cid) .. ',want to look my pearls? {Trade} with me!')
 else
selfSay('Welcome Mr. ' .. creatureGetName(cid) .. 'want to look my pearls? {Trade} with me!')

end
npcHandler:addModule(FocusModule:new())

 

Então, quem puder (e quiser) ajudar essa pobre alma que não sabe fazer nenhum script, por favor.

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8 respostass a esta questão

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  • 0

Não ha necessidade disso.

 

 

getPlayerSex(cid)

PLAYERSEX_FEMALE = 0

PLAYERSEX_MALE = 1

 

 

 

e isso

 

ifgetPlayerSex(cid) == PLAYERSEX_FEMALE and (msgcontains(msg, 'hi','hello') then

 

deve ter espaço

 

if getPlayerSex(cid) == PLAYERSEX_FEMALE and (msgcontains(msg, 'hi','hello') then

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function onCreatureSay(cid, type, msg)
local cid_Say = msg:lower()
if ((cid_Say == "hi") and not (isFocused(cid, focuses))) then
selfSay('Welcome '.. (getPlayerSex(cid) == PLAYERSEX_FEMALE and 'Mrs' or 'Mr') ..'. ' .. getPlayerName(cid) .. ',want to look my pearls? {Trade} with me!')
end
end

 

 

---

editando a lib do npc fica mais fácil, pq dai da pra fazer pelo xml usando por exemplo |PLAYERSEX|

Editado por Vodkart
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O script não funcionou muito bem, mas como você disse, seria melhor editar a lib.

 

Você poderia me ajudar com isso? seria em modules.lua?

 

Obrigado por enquanto mdr.gif

jura que não funcionou? nem passei todo o script, e essa função 'creatureGetName(cid)' não existe.

 

------------------------------------------------------------------

 

 

nome do seu npc.xml

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Nome do seu npc" script="nome do seu script.lua" walkinterval="2000" floorchange="0">
<health now="100" max="100"/>
<look type="133" head="114" body="119" legs="132" feet="114"/>
</npc>

 

 

 

nome do seu script.lua

dofile("data/npc/lib/npc-func.lua")
local focuses = {} -- do not change
function onCreatureSay(cid, type, msg)
local cid_Say = msg:lower()
if ((cid_Say == "hi") and not (isFocused(cid, focuses))) then
selfSay('Welcome '.. (getPlayerSex(cid) == PLAYERSEX_FEMALE and 'Mrs' or 'Mr') ..'. ' .. getPlayerName(cid) .. ',want to look my pearls? {Trade} with me!')
end
end
function onThink()
for _, focus in pairs(focuses) do
	if not isCreature(focus) then
	 removeFocus(focus, focuses)
	  talk_step = 0
	else
	 local distance = getDistanceTo(focus) or 5
		if distance > 4 then
			selfSay("Hmpf!", focus)
			removeFocus(focus, focuses)
		   talk_step = 0
		end
	end
end
setFocus(focuses)
end

 

 

crie um arquivo chamado "npc-func.lua" em "data/npc/lib" e poe isso

 


local focuses = {}
function isFocused(cid, t)
for i, v in pairs(t) do
	if(v == cid) then
		return true
	end
end
return false
end

function addFocus(cid, t)
if(not isFocused(cid, t)) then
	table.insert(t, cid)
end
end

function setFocus(t)
for i, v in pairs(t) do
	if(isPlayer(v)) then
		doNpcSetCreatureFocus(v)
		return
	end
end
doNpcSetCreatureFocus(0)
end

function removeFocus(cid, t)
for i, v in pairs(t) do
	if(v == cid) then
		table.remove(t, i)
		setFocus(focuses)
		break
	end
end
end

function onCreatureDisappear(cid)
if isFocused(cid, focuses) then
 removeFocus(cid, focuses)
	if isPlayer(cid) then
	 closeShopWindow(cid)
	end
end
end

Editado por Vodkart
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Caraca surprised.gif

 

Desculpa falar isso mas, o script não fala no NPC Channel (fala no default), mas o Mr. e o Mrs. funcionaram direito.

 

Não teria como fazer o que você falou lá em cima do |PLAYERSEX| ?

 

 

 

Muitíssimo obrigado por enquanto positive.gif

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Caraca surprised.gif

 

Desculpa falar isso mas, o script não fala no NPC Channel (fala no default), mas o Mr. e o Mrs. funcionaram direito.

 

Não teria como fazer o que você falou lá em cima do |PLAYERSEX| ?

 

 

 

Muitíssimo obrigado por enquanto positive.gif

ok

 

Primeiro vai em Data/lib/functions e adc essa função:

 

function getMrSex(cid)
return (getPlayerSex(cid) == PLAYERSEX_FEMALE and 'Mrs' or 'Mr')
end

 

Agora vamos para lib do npc

 

em Data/npc/lib/npcsystem

 

modules.lua

 

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

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

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

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

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

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

-- 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 shop mode
SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

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), [TAG_PLAYERSEX] = getMrSex(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 gold 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.', 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) or getWorldType() == WORLD_TYPE_PVP_ENFORCED) 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

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.storage ~= nil and getPlayerStorageValue(cid, parameters.storage) <= 0) then
npcHandler:say(parameters.storageInfo or 'You may not travel here.', cid)
elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
npcHandler:say('You do not have enough money!', cid)
elseif(isPlayerPzLocked(cid)) then
npcHandler:say('Get out of there with this blood.', cid)
else
doTeleportThing(cid, parameters.destination, 0)
doSendMagicEffect(parameters.destination, 10)
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

return true
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(parameters.module.npcHandler:isFocused(cid)) then
parameters.module.npcHandler:onFarewell(cid)
return true
else
return false
end
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
return true
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 = {}
return true
end

-- Parses all known parameters.
function TravelModule:parseParameters()
local ret = NpcSystem.getParameter('travel_destinations')
if(ret ~= nil) then
self:parseDestinations(ret)

self.npcHandler.keywordHandler:addKeyword({'destination'}, TravelModule.listDestinations, {module = self})
self.npcHandler.keywordHandler:addKeyword({'where'}, TravelModule.listDestinations, {module = self})
self.npcHandler.keywordHandler:addKeyword({'travel'}, TravelModule.listDestinations, {module = self})

end
end

function TravelModule:parseDestinations(data)
for destination in string.gmatch(data, '[^;]+') do
local i = 1

local name = nil
local x = nil
local y = nil
local z = nil
local cost = nil
local premium = false

for temp in string.gmatch(destination, '[^,]+') do
if(i == 1) then
name = temp
elseif(i == 2) then
x = tonumber(temp)
elseif(i == 3) then
y = tonumber(temp)
elseif(i == 4) then
z = tonumber(temp)
elseif(i == 5) then
cost = tonumber(temp)
elseif(i == 6) then
premium = temp == 'true'
else
print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', temp, destination)
end
i = i + 1
end

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

local keywords2 = {}
table.insert(keywords2, 'bring me to ' .. name)
local node = self.npcHandler.keywordHandler:addKeyword(keywords, TravelModule.travel, parameters)
self.npcHandler.keywordHandler:addKeyword(keywords2, TravelModule.bringMeTo, 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

local npcHandler = module.npcHandler

local cost = parameters.cost
local destination = parameters.destination
local premium = parameters.premium

module.npcHandler:say('Do you want to travel to ' .. keywords[1] .. ' for ' .. 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 npcHandler = module.npcHandler

local parentParameters = node:getParent():getParameters()
local cost = parentParameters.cost
local destination = parentParameters.destination
local premium = parentParameters.premium

if(isPlayerPremiumCallback(cid) or parameters.premium ~= true) then
if(not doPlayerRemoveMoney(cid, cost)) then
npcHandler:say('You do not have enough money!', cid)
elseif(isPlayerPzLocked(cid)) then
npcHandler:say('Get out of there with this blood.', cid)
else
npcHandler:say('It was a pleasure doing business with you.', cid)
npcHandler:releaseFocus(cid)
doTeleportThing(cid, destination, 0)
doSendMagicEffect(destination, 10)
end
else
npcHandler:say('I can only allow premium players to travel there.', cid)
end

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
local parentParameters = node:getParent():getParameters()
local parseInfo = {
[TAG_PLAYERNAME] = getCreatureName(cid),
                       [TAG_PLAYERSEX] = getMrSex(cid),
}
local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), parseInfo)
module.npcHandler:say(msg, cid)
module.npcHandler:resetNpc()
return true
end

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

local cost = parameters.cost
local destination = parameters.destination
local premium = parameters.premium

if(isPlayerPremiumCallback(cid) or parameters.premium ~= true) then
if(doPlayerRemoveMoney(cid, cost)) then
doTeleportThing(cid, destination, 0)
doSendMagicEffect(destination, 10)
end
end
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 = 'I can bring you to '
--local i = 1
local maxn = table.maxn(module.destinations)
for i, destination in pairs(module.destinations) do
msg = msg .. "{" .. destination .. "}"
if(i == maxn -1) then
msg = msg .. ' and '
elseif(i == maxn) then
msg = msg .. '.'
else
msg = msg .. ', '
end
i = i + 1
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

return true
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
for i, name in pairs(names) do
local parameters = {
itemid = itemid,
cost = cost,
eventType = SHOPMODULE_BUY_ITEM,
module = self,
realName = realName or getItemNameById(itemid),
subType = subType or 1
}

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
for i, name in pairs(names) do
local parameters = {
container = container,
itemid = itemid,
cost = cost,
eventType = SHOPMODULE_BUY_ITEM_CONTAINER,
module = self,
realName = realName or getItemNameById(itemid),
subType = subType or 1
}

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
for i, name in pairs(names) do
local parameters = {
itemid = itemid,
cost = cost,
eventType = SHOPMODULE_SELL_ITEM,
module = self,
realName = realName or getItemNameById(itemid)
}

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_PLAYERSEX] = getMrSex(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_PLAYERSEX] = getMrSex(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), [TAG_PLAYERSEX] = getMrSex(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), [TAG_PLAYERSEX] = getMrSex(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_PLAYERSEX] = getMrSex(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_PLAYERSEX] = getMrSex(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_PLAYERSEX] = getMrSex(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

 

 

npchandler.lua

 

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

if(NpcHandler == nil) then
-- Constant talkdelay behaviors.
TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
TALKDELAY_EVENT = 2 -- Not yet implemented

-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

-- Constant conversation behaviors.
CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
--Small Note: Private conversations also means the NPC will use multi-focus system.

-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE

-- Constant indexes for defining default messages.
MESSAGE_GREET  = 1 -- When the player greets the npc.
MESSAGE_FAREWELL  = 2 -- When the player unGreets the npc.
MESSAGE_BUY  = 3 -- When the npc asks the player if he wants to buy something.
MESSAGE_ONBUY  = 4 -- When the player successfully buys something via talk.
MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.
MESSAGE_SELL  = 6 -- When the npc asks the player if he wants to sell something.
MESSAGE_ONSELL  = 7 -- When the player successfully sells something via talk.
MESSAGE_SOLD = 8 -- When the player sold something through the shop window.
MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.
MESSAGE_NEEDMONEY = 10 -- Same as above, used for shop window.
MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have.
MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.
MESSAGE_NEEDSPACE  = 13 -- When the player don't have any space to buy an item
MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space
MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.
MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.
MESSAGE_DECLINE = 17 -- When the player says no to something.
MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player
MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any
MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window
MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.
MESSAGE_PLACEDINQUEUE = 22 -- When the player has been placed in the costumer queue.

-- Constant indexes for callback functions. These are also used for module callback ids.
CALLBACK_CREATURE_APPEAR  = 1
CALLBACK_CREATURE_DISAPPEAR = 2
CALLBACK_CREATURE_SAY  = 3
CALLBACK_ONTHINK  = 4
CALLBACK_GREET  = 5
CALLBACK_FAREWELL  = 6
CALLBACK_MESSAGE_DEFAULT  = 7
CALLBACK_PLAYER_ENDTRADE  = 8
CALLBACK_PLAYER_CLOSECHANNEL = 9
CALLBACK_ONBUY = 10
CALLBACK_ONSELL = 11

-- Addidional module callback ids
CALLBACK_MODULE_INIT = 12
CALLBACK_MODULE_RESET = 13

-- Constant strings defining the keywords to replace in the default messages.
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'
       TAG_PLAYERSEX = '|PLAYERSEX|'

NpcHandler = {
keywordHandler = nil,
focuses = nil,
talkStart = nil,
idleTime = 90,
talkRadius = 4,
talkDelayTime = 1, -- Seconds to delay outgoing messages.
queue = nil,
talkDelay = nil,
callbackFunctions = nil,
modules = nil,
shopItems = nil, -- They must be here since ShopModule uses "static" functions
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET]  = 'Welcome, |PLAYERNAME|! I have been expecting you.',
[MESSAGE_FAREWELL]  = 'Good bye, |PLAYERNAME|!',
[MESSAGE_BUY]  = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONBUY]  = 'It was a pleasure doing business with you.',
[MESSAGE_BOUGHT]  = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_SELL]  = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONSELL]  = 'Thank you for this |ITEMNAME|, |PLAYERNAME| gold.',
[MESSAGE_SOLD]   = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_MISSINGMONEY] = 'Sorry, you don\'t have enough money.',
[MESSAGE_NEEDMONEY]  = 'You do not have enough money.',
[MESSAGE_MISSINGITEM]  = 'You don\'t even have that item, |PLAYERNAME|!',
[MESSAGE_NEEDITEM] = 'You do not have this object.',
[MESSAGE_NEEDSPACE] = 'You do not have enough capacity.',
[MESSAGE_NEEDMORESPACE] = 'You do not have enough capacity for all items.',
[MESSAGE_IDLETIMEOUT]  = 'Next, please!',
[MESSAGE_WALKAWAY]  = 'How rude!',
[MESSAGE_DECLINE] = 'Not good enough, is it... ?',
[MESSAGE_SENDTRADE] = 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
[MESSAGE_NOSHOP] = 'Sorry, I\'m not offering anything.',
[MESSAGE_ONCLOSESHOP] = 'Thank you, come back when you want something more.',
[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',
[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
}
}

-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.callbackFunctions = {}
obj.modules = {}
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
obj.focuses = {}
obj.talkStart = {}
else
obj.queue = Queue:new(obj)
obj.focuses = 0
obj.talkStart = 0
end
obj.talkDelay = {}
obj.keywordHandler = keywordHandler
obj.messages = {}
obj.shopItems = {}

setmetatable(obj.messages, self.messages)
self.messages.__index = self.messages

setmetatable(obj, self)
self.__index = self
return obj
end

-- Re-defines the maximum idle time allowed for a player when talking to this npc.
function NpcHandler:setMaxIdleTime(newTime)
self.idleTime = newTime
end

-- Attackes a new keyword handler to this npchandler
function NpcHandler:setKeywordHandler(newHandler)
self.keywordHandler = newHandler
end

-- Function used to change the focus of this npc.
function NpcHandler:addFocus(newFocus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(self:isFocused(newFocus)) then
return
end

table.insert(self.focuses, newFocus)
else
self.focuses = newFocus
end

self:updateFocus()
end
NpcHandler.changeFocus = NpcHandler.addFocus --"changeFocus" looks better for CONVERSATION_DEFAULT

-- Function used to verify if npc is focused to certain player
function NpcHandler:isFocused(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for k,v in pairs(self.focuses) do
if v == focus then
return true
end
end

return false
end

return (self.focuses == focus)
end

-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
-- Should also be called whenever a new player is focused.
function NpcHandler:updateFocus()
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
doNpcSetCreatureFocus(focus)
return
end
end

doNpcSetCreatureFocus(0)
else
doNpcSetCreatureFocus(self.focuses)
end
end

-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(not self:isFocused(focus)) then
return
end

local pos = nil
for k,v in pairs(self.focuses) do
if v == focus then
pos = k
end
end
table.remove(self.focuses, pos)
self.talkStart[focus] = nil
closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
self:updateFocus()
else
closeShopWindow(focus)
self:changeFocus(0)
end
end

-- Returns the callback function with the specified id or nil if no such callback function exists.
function NpcHandler:getCallback(id)
local ret = nil
if(self.callbackFunctions ~= nil) then
ret = self.callbackFunctions[id]
end

return ret
end

-- Changes the callback function for the given id to callback.
function NpcHandler:setCallback(id, callback)
if(self.callbackFunctions ~= nil) then
self.callbackFunctions[id] = callback
end
end

-- Adds a module to this npchandler and inits it.
function NpcHandler:addModule(module)
if(self.modules ~= nil) then
table.insert(self.modules, module)
module:init(self)
end
end

-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
function NpcHandler:processModuleCallback(id, ...)
local ret = true
for i, module in pairs(self.modules) do
local tmpRet = true
if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
tmpRet = module:callbackOnCreatureAppear(unpack(arg))
elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
tmpRet = module:callbackOnCreatureDisappear(unpack(arg))
elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
tmpRet = module:callbackOnCreatureSay(unpack(arg))
elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))
elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))
elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
tmpRet = module:callbackOnBuy(unpack(arg))
elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
tmpRet = module:callbackOnSell(unpack(arg))
elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
tmpRet = module:callbackOnThink(unpack(arg))
elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
tmpRet = module:callbackOnGreet(unpack(arg))
elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
tmpRet = module:callbackOnFarewell(unpack(arg))
elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
tmpRet = module:callbackOnMessageDefault(unpack(arg))
elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
tmpRet = module:callbackOnModuleReset(unpack(arg))
end

if(not tmpRet) then
ret = false
break
end
end

return ret
end

-- Returns the message represented by id.
function NpcHandler:getMessage(id)
local ret = nil
if(self.messages ~= nil) then
ret = self.messages[id]
end

return ret
end

-- Changes the default response message with the specified id to newMessage.
function NpcHandler:setMessage(id, newMessage)
if(self.messages ~= nil) then
self.messages[id] = newMessage
end
end

-- Translates all message tags found in msg using parseInfo
function NpcHandler:parseMessage(msg, parseInfo)
local ret = msg
for search, replace in pairs(parseInfo) do
ret = string.gsub(ret, search, replace)
end

return ret
end

-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end

local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback()) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

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

-- Greets a new player.
function NpcHandler:greet(cid)
if(cid ~= 0) then
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:getMessage(MESSAGE_GREET)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

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

-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
function NpcHandler:onCreatureAppear(cid)
local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then
--
end
end
end

-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
function NpcHandler:onCreatureDisappear(cid)
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self:isFocused(cid)) then
self:unGreet(cid)
end
end
end
end

-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
function NpcHandler:onCreatureSay(cid, class, msg)
local callback = self:getCallback(CALLBACK_CREATURE_SAY)
if(callback == nil or callback(cid, class, msg)) then
if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
if(not self:isInRange(cid)) then
return
end

if(self.keywordHandler ~= nil) then
if((self:isFocused(cid) and (class == TALKTYPE_PRIVATE_PN or NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT)) or not self:isFocused(cid)) then
local ret = self.keywordHandler:processMessage(cid, msg)
if(not ret) then
local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
if(callback ~= nil and callback(cid, class, msg)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
else
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
end
end
end
end
end

-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
function NpcHandler:onPlayerEndTrade(cid)
local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid, class, msg)) then
if(self:isFocused(cid)) then
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
self:say(msg, cid)
end
end
end
end

-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
function NpcHandler:onPlayerCloseChannel(cid)
local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid, class, msg)) then
if(self:isFocused(cid)) then
self:unGreet(cid)
end
end
end
end

-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local callback = self:getCallback(CALLBACK_ONBUY)
if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
--
end
end
end

-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local callback = self:getCallback(CALLBACK_ONSELL)
if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
--
end
end
end

-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
function NpcHandler:onThink()
local callback = self:getCallback(CALLBACK_ONTHINK)
if(callback == nil or callback()) then
if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for cid, talkDelay in pairs(self.talkDelay) do
if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
selfSay(talkDelay.message, cid)
self.talkDelay[cid] = nil
end
end
elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
selfSay(self.talkDelay.message)
self.talkDelay.time = nil
self.talkDelay.message = nil
end
end

if(self:processModuleCallback(CALLBACK_ONTHINK)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
if(not self:isInRange(focus)) then
self:onWalkAway(focus)
elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
self:unGreet(focus)
else
self:updateFocus()
end
end
end
elseif(self.focuses ~= 0) then
if(not self:isInRange(self.focuses)) then
self:onWalkAway(self.focuses)
elseif(os.time()-self.talkStart > self.idleTime) then
self:unGreet(self.focuses)
else
self:updateFocus()
end
end
end
end
end

-- Tries to greet the player with the given cid.
function NpcHandler:onGreet(cid)
if(self:isInRange(cid)) then
if(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then
if(not self:isFocused(cid)) then
self:greet(cid)
return
end
elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) then
if(self.focuses == 0) then
self:greet(cid)
elseif(self.focuses == cid) then
local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
else
if(not self.queue:isInQueue(cid)) then
self.queue:push(cid)
end

local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid),[TAG_PLAYERSEX] = getMrSex(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
end
end
end
end

-- Simply calls the underlying unGreet function.
function NpcHandler:onFarewell(cid)
self:unGreet(cid)
end

-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
function NpcHandler:onWalkAway(cid)
if(self:isFocused(cid)) then
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback()) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_WALKAWAY)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)

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

-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
local distance = getDistanceTo(cid) or -1
if(distance == -1) then
return false
end

return (distance <= self.talkRadius)
end

-- Resets the npc into it's initial state (in regard of the keyrodhandler).
-- All modules are also receiving a reset call through their callbackOnModuleReset function.
function NpcHandler:resetNpc()
if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
self.keywordHandler:reset()
end
end

-- Makes the npc represented by this instance of NpcHandler say something.
-- This implements the currently set type of talkdelay.
-- shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
function NpcHandler:say(message, focus, shallDelay)
local shallDelay = shallDelay or false
if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
selfSay(message, focus)
return
else
selfSay(message)
return
end
end

-- TODO: Add an event handling method for delayed messages
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkDelay[focus] = {
message = message,
time = os.time() + self.talkDelayTime,
}
else
self.talkDelay = {
message = message,
time = os.time() + self.talkDelayTime
}
end
end
end

 

 

npcsystem.lua

 

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

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

-- Global npc constants:

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

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

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

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

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

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

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

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

NpcSystem = {}

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

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

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

 

 

agora você pode usar assim:

 


<?xml version="1.0"?>
<npc name="Nome do seu npc" script="data/npc/scripts/script do seu npc.lua" walkinterval="50000" floorchange="0">
<health now="100" max="100"/>
<look type="129" head="95" body="116" legs="121" feet="115" addons="3"/>
<parameters>
<parameter key="message_greet" value="Hello |PLAYERSEX| |PLAYERNAME|. want to look my pearls? {Trade} with me!" />
</parameters>
</npc>

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