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Npc Ver Storage No Player E Nao Deixar Usar Mais O Travel


milbradt

Pergunta

Olá galera..

 

Estou na fase final do meu projeto de narutibia..

E estou encontrando um problema agora em um NPC que teleporta o player a uma area X,Y,Z

 

Quero que esse NPC teleporte o player quantas vezes precisa.. porem, se ele matar o monster que tera nesse local, ele ira ganhar 1 x item e uma storage!

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

 

Então na verdade o que eu quero é adicionar essa storage no NPC para o NPC nao teleportar mais o player naquele local caso ele ja tenha feito a quest(ganhado o storage)!

 

aqui esta uma função que tentei implantar no NPC sem sucesso ;\

if (getPlayerStorageValue(cid,15551) > 0) then
selfSay('Voce ja terminou essa missao.', cid)
end

 

Aqui esta o NPC com essa função colocada:

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
if (getPlayerStorageValue(cid,15551) > 0) then
selfSay('Voce ja terminou essa missao.', cid)
end
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 travelNode = keywordHandler:addKeyword({'lutar'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'HAHAHAHA, um mero academico quer mesmo lutar contra um Chunin, sabes que nao tem chance, esta mesmo preparado?{yes}'})
travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler,  level = 1, cost = 0, destination = {x=1083, y=919, z=7} })
travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Hahahaha, sabia que voce era fraco, fuja seu verme, fuja pra bem longe.'})	  

-- Makes sure the npc reacts when you say hi, bye etc.
	npcHandler:addModule(FocusModule:new())

 

e aqui esta o NPC normal sem essa função:

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
if (getPlayerStorageValue(cid,15551) > 0) then
selfSay('Voce ja terminou essa missao.', cid)
end
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 travelNode = keywordHandler:addKeyword({'lutar'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'HAHAHAHA, um mero academico quer mesmo lutar contra um Chunin, sabes que nao tem chance, esta mesmo preparado?{yes}'})
travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler,  level = 1, cost = 0, destination = {x=1083, y=919, z=7} })
travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Hahahaha, sabia que voce era fraco, fuja seu verme, fuja pra bem longe.'})
	-- Makes sure the npc reacts when you say hi, bye etc.
	npcHandler:addModule(FocusModule:new())

 

Claro.. estou longe de entender a Linguagem Lua ainda... uahuahu mas to tentando algumas coisas ;X

Editado por milbradt
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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 travelNode = keywordHandler:addKeyword({'lutar'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'HAHAHAHA, um mero academico quer mesmo lutar contra um Chunin, sabes que nao tem chance, esta mesmo preparado?{yes}'})
travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler,  level = 1, storage = 15551, cost = 0, destination = {x=1083, y=919, z=7} })
travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Hahahaha, sabia que voce era fraco, fuja seu verme, fuja pra bem longe.'})
-- Makes sure the npc reacts when you say hi, bye etc.
npcHandler:addModule(FocusModule:new())

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Iae meo...

Seguinte, aparentemente não deu certo não veio!

Falei com npc pra entrar na quest, fis a quest la, depois que estava com a Storage de que ja tinha feito a quest, fui fazer o teste no Npc que teleportava..

Mas ele ainda continua teleportando =\

 

Mas tem um porem, agora eu vi... ficaria meio que um bug ele poder voltar a falar com o NPC, talvez eu tente fazer algo em Movements, e coloque no piso, um pouco antes de chegar perto dele, e o piso fazer o Player voltar 1 sqm e dizer que ele ja completou a misão! Creio que seria melhor ne? uhauhuha

 

Mesmo assim, se ainda puder me dar uma força no Script, agradeço.. Pois poderei precisa de algum parecido futuramente! Vlw

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Iae meo...

Seguinte, aparentemente não deu certo não veio!

Falei com npc pra entrar na quest, fis a quest la, depois que estava com a Storage de que ja tinha feito a quest, fui fazer o teste no Npc que teleportava..

Mas ele ainda continua teleportando =\

 

Mas tem um porem, agora eu vi... ficaria meio que um bug ele poder voltar a falar com o NPC, talvez eu tente fazer algo em Movements, e coloque no piso, um pouco antes de chegar perto dele, e o piso fazer o Player voltar 1 sqm e dizer que ele ja completou a misão! Creio que seria melhor ne? uhauhuha

 

Mesmo assim, se ainda puder me dar uma força no Script, agradeço.. Pois poderei precisa de algum parecido futuramente! Vlw

 

Você que sabe, a gente pode editar na lib do npc para teleportar só tem terminou as quest ou fazer o tile...

se decide ai parceiro xd

 

 

vai em data/np/lib/npcsystem/modules.lua e posta toda a function StdModule.travel

Editado por Vodkart
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Descupa a demora, mas meu avô veio a falecer hoje, estava e esta bem complicado o dia hoje...

 

Mesmo assim peço a voce se puder fazer para mim esses 2 scripts ja que vou ocupar o Npc futuramente, e o movements vou ocupar ele diariamente..

 

Data/Npc/Lib/Npcsystem/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, canPlayerWearOutfit } -- lookType usage

OUTFITMODULE_FUNCTION_NEW = { doPlayerAddOutfitId, canPlayerWearOutfitId } -- OutfitId usage

-- Used in outfit module

OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW

if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == 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(not parameters.vocation(cid)) 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[1] == nil or OUTFITMODULE_FUNCTION[2] == 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 i, items, size = 0, nil, table.maxn(parameters.items)

for k, v in pairs(parameters.items) do

if(v[1] ~= "storageset") then

i = i + 1

if(items ~= nil) then

if(i == size) then

items = items .. " and "

else

items = items .. ", "

end

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 OUTFITMODULE_FUNCTION[2](cid, parent.outfit, parent.addon)) then

if(parent.addon == 0 or OUTFITMODULE_FUNCTION[2](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[1](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, size = nil, table.maxn(module.outfits)

if(size > 0) then

for i, outfit in ipairs(module.outfits) do

if(msg ~= nil) then

if(i == size) then

msg = msg .. " and "

else

msg = msg .. ", "

end

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, name, itemid, cost, subType, realName = 1, nil, nil, nil, nil, 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

elseif(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

-- Parse a string contaning a set of sellable items.

function ShopModule:parseSellable(data)

for item in string.gmatch(data, '[^;]+') do

local i, name, itemid, cost, realName = 1, nil, nil, nil, 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

elseif(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

-- Parse a string contaning a set of buyable items.

function ShopModule:parseBuyableContainers(data)

for item in string.gmatch(data, '[^;]+') do

local i, name, container, itemid, cost, subType, realName = 1, nil, nil, nil, nil, nil, 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' and string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]')) then

return true

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, b, e = 1, string.find(message, PATTERN_COUNT)

if(b ~= nil and e ~= nil) then

ret = tonumber(string.sub(message, b, e))

end

return math.max(1, math.min(self.maxCount, 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

local item = {

id = itemid,

buy = cost,

sell = -1,

subType = subType or 1,

name = realName or getItemNameById(itemid)

}

for i, shopItem in ipairs(self.npcHandler.shopItems) do

if(shopItem.id == item.id and shopItem.subType == item.subType) then

if(item.sell ~= shopItem.sell) then

item.sell = shopItem.sell

end

self.npcHandler.shopItems = item

item = nil

break

end

end

if(item ~= nil) then

table.insert(self.npcHandler.shopItems, item)

end

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

local item = {

id = itemid,

buy = -1,

sell = cost,

subType = 1,

name = realName or getItemNameById(itemid)

}

for i, shopItem in ipairs(self.npcHandler.shopItems) do

if(shopItem.id == item.id and shopItem.subType == item.subType) then

if(item.buy ~= shopItem.buy) then

item.buy = shopItem.buy

end

self.npcHandler.shopItems = item

item = nil

break

end

end

if(item ~= nil) then

table.insert(self.npcHandler.shopItems, item)

end

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)

local shopItem = nil

for _, item in ipairs(self.npcHandler.shopItems) do

if(item.id == itemid and item.subType == subType) then

shopItem = item

break

end

end

if(shopItem == nil) then

error("[shopModule.onBuy]", "Item not found on shopItems list")

return false

end

if(shopItem.buy == -1) then

error("[shopModule.onSell]", "Attempt to purchase an item which only sellable")

return false

end

local backpack, totalCost = 1988, amount * shopItem.buy

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] = shopItem.name

}

if(getPlayerMoney(cid) < totalCost) then

local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY)

doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))

return false

end

local subType = shopItem.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

doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))

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 * shopItem.buy) + (b * 20)))

return true

end

return false

end

local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT)

doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, self.npcHandler:parseMessage(msg, parseInfo))

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

-- Callback onSell() function. If you wish, you can change certain Npc to use your onSell().

function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)

local shopItem = nil

for _, item in ipairs(self.npcHandler.shopItems) do

if(item.id == itemid and item.subType == subType) then

shopItem = item

break

end

end

if(shopItem == nil) then

error("[shopModule.onBuy]", "Item not found on shopItems list")

return false

end

if(shopItem.sell == -1) then

error("[shopModule.onSell]", "Attempt to sell an item which is only buyable")

return false

end

local parseInfo = {

[TAG_PLAYERNAME] = getPlayerName(cid),

[TAG_ITEMCOUNT] = amount,

[TAG_TOTALCOST] = amount * shopItem.sell,

[TAG_ITEMNAME] = shopItem.name

}

if(subType < 1 or getItemInfo(itemid).stackable) then

subType = -1

end

if(doPlayerRemoveItem(cid, itemid, amount, subType)) then

local msg = self.npcHandler:getMessage(MESSAGE_SOLD)

doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, self.npcHandler:parseMessage(msg, parseInfo))

doPlayerAddMoney(cid, amount * shopItem.sell)

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self.npcHandler.talkStart[cid] = os.time()

else

self.npcHandler.talkStart = os.time()

end

return true

end

local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM)

doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self.npcHandler.talkStart[cid] = os.time()

else

self.npcHandler.talkStart = os.time()

end

return false

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

if(table.maxn(module.npcHandler.shopItems) == 0) 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, module.npcHandler.shopItems,

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

 

 

 

 

Agradeço desde ja!

Editado por milbradt
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ah sim, entendi porque o npc que eu te mandei não funcionou, porque o parametro 'storage' no seu serve se usa como 'storageId'

 

testa assim o npc:

 

 

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 travelNode = keywordHandler:addKeyword({'lutar'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'HAHAHAHA, um mero academico quer mesmo lutar contra um Chunin, sabes que nao tem chance, esta mesmo preparado?{yes}'})
travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler,  level = 1, storageId = 15551, cost = 0, destination = {x=1083, y=919, z=7} })
travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Hahahaha, sabia que voce era fraco, fuja seu verme, fuja pra bem longe.'})
-- Makes sure the npc reacts when you say hi, bye etc.
npcHandler:addModule(FocusModule:new())

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Mesmo assim não funcionou man, novamente ele continua a teleportar o personagem.. ;\

 

Tentei fazer aqui o script do movement baseado no do viptile, claro que inverso, o viptile vc tem q ter a storage para passar, esse voce não precisa ter storage alguma para passar, porem se tiver uma storage não passa...

 

Porem não obtive sucesso algum..rsrs

Até por que arrecem estou "pegando" o jeito da programação em lua, querendo pegar o basicão!

Para fazer esse script para mim, se puder fazer claro, tenho que abrir novo topico?

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local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage,pos = 15551,{x=1083, y=919, z=7}
if isInArray({"lutar","fight","entrar","participar"}, msg) then
npcHandler:say("HAHAHAHA, um mero academico quer mesmo lutar contra um Chunin, sabes que nao tem chance, esta mesmo preparado? {yes}", cid)
talkState[talkUser] = 1
elseif isInArray({"yes","sim"}, msg) and talkState[talkUser] == 1 then
if getPlayerStorageValue(cid, storage) <= 0 then
npcHandler:say("Então vá!", cid)
talkState[talkUser] = 0  
doTeleportThing(cid, pos)
else
npcHandler:say("Você já terminou a missão", cid)
talkState[talkUser] = 0
end
elseif msg == "no" then  
selfSay("Hahahaha, sabia que voce era fraco, fuja seu verme, fuja pra bem longe", cid)  
talkState[talkUser] = 0  
npcHandler:releaseFocus(cid)  
end
return true
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())

 

tile

 

 

function onStepIn(cid, item, position, fromPosition)
local storage = 15551
if item.actionid == 28530 and getPlayerStorageValue(cid, storage) > 0 then
doTeleportThing(cid, fromPosition, true)
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"você não pode passar aqui.")
doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_BLUE)
return true
end
return true
end

 

movements.xml

<movevent type="StepIn" actionid="28530" event="script" value="nome do seu script.lua"/>

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