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Teleport VIP


felipinkoak

Pergunta

Ola galera criei um OT uso o Centurion V4

Mais quando eu vou teleportar nele com uma conta free ele vai queria que ele so teleportasse pra contas VIP, tipo pra cidades que ele disponibiliza fossem tipo uma área VIP....

Também queria saber qual o comando pra cria um pokemon na pokeball com o LVL e tals


REP+++++++ PRA QUEM AJUDAR!!

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12 respostass a esta questão

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  • 0

cara basta pegar a storage da sua vip, clicar com o botao direito no teleport e selecionar propriedades e onde tem actionid substituir o 0 pela sua storage da vip entao apenas os vips poderao ir...

Bem eu nao testei mas creio que vah dar certo, qualquer coisa nao der certo fala aew que vo tentar arrumar.mdr.gif

se ajudei dah um rep aew!

Editado por danrlei5
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cara se vc estiver usando o rme para editar seu mapa. basta vc ir no tele port que queira e clicar com o botao direito nele ir em propriedades e lah vai ter Actionid:0 certo?

entao subistitu o :

numero zero pela storage de sua vip...

se nao entendeu me passa o script de sua vip que te explico melhor...

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danrlei5 Cara não e um teleporte e um NPC que teleporta, Eu quero que ele so teleporte players VIPS!
Skymagnum Como assim sistema VIP?. Pro player virar VIP e com diamonds ne um outro NPC que se cha "Diamonds", Não entendi oque você quis dizer sou novato kkk' mals




Bhoris Lembre-se ele e um NPC que teleporta pra outras cidades tipow "Nova City" "City 1,2,3" e outras, mais ta ai a script



local poke = {'Abra', 'Kadabra', 'Alakazam', 'Drowzee', 'Hypno', 'Mr. Mime', 'Porygon', 'Shiny Abra', 'Shiny Kadabra', 'Shiny Alakazam', 'Shiny Drowzee', 'Shiny Hypno', 'Shiny Mr. Mime', 'Shiny Porygon', 'Porygon2', 'Porygonz', 'Claydol', 'Lunatone', 'Solrock', 'Shiny Claydol', 'Shiny Lunatone', 'Shiny Solrock', 'Baltoy', 'Shiny Baltoy', 'Ralts', 'Kirlia', 'Gardevoir', 'Gallade'}
local etele = 9499
local cdtele = 60

local config = {
premium = false, -- se precisa ser premium account (true or false)
battle = true -- se precisa estar sem battle (true). Se colocar false, poderá usar teleport no meio de batalhas
}

local places = {
%5B1%5D = {name = "Saffron", id = 3},
%5B2%5D = {name = "Cerulean", id = 4},
%5B3%5D = {name = "Vermilion", id = 9},
%5B4%5D = {name = "Pewter", id = 10},
%5B5%5D = {name = "Lavender", id = 5},
%5B6%5D = {name = "Fuchsia", id = 6},
%5B7%5D = {name = "Celadon", id = 7},
%5B8%5D = {name = "Viridian", id = 8},
%5B9%5D = {name = "Cinnabar", id = 12},
%5B10%5D = {name = "Snow", id = 13},
}

function onSay(cid, words, param)

if #getCreatureSummons(cid) == 0 then
doPlayerSendCancel(cid, "You need a pokemon to use teleport.")
return true
end

if not isInArray(poke, getCreatureName(getCreatureSummons(cid)%5B1%5D)) then
return 0
end

if exhaustion.get(cid, etele) and exhaustion.get(cid, etele) > 0 then
local tempo = tonumber(exhaustion.get(cid, etele)) or 0
local min = math.floor(tempo)
doPlayerSendCancel(cid, "Your pokemon is tired, wait "..getStringmytempo(tempo).." to teleport again.")
return true
end

if config.premium and not isPremium(cid) then
doPlayerSendCancel(cid, "Only premium members are allowed to use teleport.")
return true
end

if config.battle and getCreatureCondition(cid, CONDITION_INFIGHT) then
doPlayerSendCancel(cid, "Your pokemon can't concentrate during battles.")
return true
end

if (param == '') then
local str = ""
str = str .. "Places to go :\n\nHouse\n"
for a = 1, #places do
str = str..""..places%5Ba%5D.name.."\n"
end
doShowTextDialog(cid, 7416, str)
return true
end

local item = getPlayerSlotItem(cid, 8)
local nome = getPokeballName(item.uid)
local summon = getCreatureSummons(cid)%5B1%5D
local lastppos = getThingPos(cid)
local lastspos = getThingPos(summon)
local telepos = {}
local myplace = ""
local townid = 0

if string.lower(param) == "house" then

if not getHouseByPlayerGUID(getPlayerGUID(cid)) then
doPlayerSendTextMessage(cid, MESSAGE_EVENT_DEFAULT, "You don't own a house.")
return true
end

telepos = getHouseEntry(getHouseByPlayerGUID(getPlayerGUID(cid)))
myplace = "our home"

else

for x = 1, #places do
if string.find(string.lower(places%5Bx%5D.name), string.lower(param)) then
townid = places%5Bx%5D.id
myplace = places%5Bx%5D.name
end
end

if myplace == "" then
doPlayerSendCancel(cid, "That place doesn't exist.")
return true
end

end

if myplace ~= "" and townid > 0 then
telepos = getTownTemplePosition(townid)
end

if getDistanceBetween(getThingPos(cid), telepos) <= 15 then
doPlayerSendCancel(cid, "You are too near to the place you want to go!")
return true
end

doSendMagicEffect(getThingPos(summon), 29)
doSendMagicEffect(getThingPos(cid), 29)

doTeleportThing(cid, telepos, false)

local pos2 = getClosestFreeTile(cid, getPosByDir(getThingPos(cid), SOUTH))

doTeleportThing(summon, pos2, false)

doSendMagicEffect(getThingPos(cid), 29)

doCreatureSay(cid, ""..nome..", teleport to "..myplace.."!", 1)
doCreatureSay(cid, ""..nome..", teleport to "..myplace.."!", 1, false, 0, lastppos)
doCreatureSay(summon, "TELEPORT!", TALKTYPE_MONSTER)
doCreatureSay(summon, "TELEPORT!", TALKTYPE_MONSTER, false, 0, lastspos)

doCreatureSetLookDir(cid, SOUTH)
doCreatureSetLookDir(summon, SOUTH)

doSendMagicEffect(getThingPos(summon), CONST_ME_TELEPORT)
exhaustion.set(cid, etele, cdtele)
doRemoveCondition(cid, CONDITION_OUTFIT)

return true
end

Editado por felipinkoak
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  • 0

cara me desculpa, mas quando eu li ali em cima nao dava essa ideia de npc pelo menos nao aqui para min mas jah que eh assim eu achei um cara que resolvel o problema de um cara aqui no xtibiahappy.png .

 

http://www.xtibia.com/forum/topic/184920-resolvido-pedidos-vip-barco-talkaction-e-vocacao/

 

esta um pouco mais a baixo feito pelo :SrNight.

espero ter ajudado agora!sleep.png

 

e cara nao pressisa por vip apenas premium jah esta otimo nao achas?apenas coleque algumas coisas premum pra free e as vip pra premium, evita dor de cabeça mas eh apenas minha opniao...

Editado por danrlei5
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Manow tem como você fazer pra mim não entendi o tutorial do Sr Night.

Ta ai a Script.


-- 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

 

Editado por felipinkoak
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Caraio que npc mais louco tem umas 3 ou 4 funcoes nele mas cara vou tentar te ajudar com um npc de teleport premium, va em data/npc/script e copei um bloco de notas e renomeie para teleportpremy, depois abra,delete tudo e coloque isto dentro:

local keywordHandler = KeywordHandler:new()
        local npcHandler = NpcHandler:new(keywordHandler)
        NpcSystem.parseParameters(npcHandler)
        
        
        
        -- OTServ event handling functions start
        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
        -- OTServ event handling functions end
        
        
        -- Don't forget npcHandler = npcHandler in the parameters. It is required for all StdModule functions!
        local travelNode = keywordHandler:addKeyword({'carlin'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Carlin for 110 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 110, destination = {x=32387, y=31820, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
        
local travelNode = keywordHandler:addKeyword({'ab\'dendriel'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Ab\'dendriel for 70 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 70, destination = {x=32734, y=31668, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
        
local travelNode = keywordHandler:addKeyword({'thais'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Thais for 160 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 160, destination = {x=32310, y=32210, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
        
local travelNode = keywordHandler:addKeyword({'venore'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Venore for 40 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 40, destination = {x=32952, y=32022, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
        
local travelNode = keywordHandler:addKeyword({'port hope'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Port Hope for 150 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 150, destination = {x=32527, y=32784, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
        
local travelNode = keywordHandler:addKeyword({'ankrahmun'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Ankrahmun for 160 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 160, destination = {x=33092, y=32883, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
        
local travelNode = keywordHandler:addKeyword({'cormaya'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Cormaya for 20 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 20, destination = {x=33287, y=31955, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})


local travelNode = keywordHandler:addKeyword({'svargrond'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Ankrahmun for 150 gold coins?'})
         travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 170, destination = {x=32431, y=31162, z=6} })
         travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})
       
        keywordHandler:addKeyword({'sail'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can take you to Carlin, Ab\'dendriel, Thais, Venore, Port Hope, Ankrahmun and Cormaya.'})
        keywordHandler:addKeyword({'job'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I am the captain of this ship.'})
        keywordHandler:addKeyword({'travel'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can take you to Carlin, Svargrond, Ab\'dendriel, Thais, Venore, Port Hope, Ankrahmun and Cormaya.'})
        -- Makes sure the npc reacts when you say hi, bye etc.
        npcHandler:addModule(FocusModule:new())

agora salve,fexe va em data/npc e copie um arquivo .xml qualquer renomeie de teleportpremy,abra apague tudo e coloque isto lah dentro:

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Teleportpremy" script="data/npc/scripts/teleportpremy.lua" walkinterval="2000" floorchange="0">
<health now="100" max="100"/>
<look type="142" head="97" body="23" legs="28" feet="76" addons="2"/>
</npc>
e pronto seu npc estarah criado agora podes editalo como quiseres mas antes vou dar um aulinha basica sobre o primeiro script...
local travelNode = keywordHandler:addKeyword({'ab\'dendriel'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Do you want to sail to Ab\'dendriel for 70 gold coins?'})
travelNode:addChildKeyword({'yes'}, StdModule.travel, {npcHandler = npcHandler, premium = true, level = 0, cost = 70, destination = {x=32734, y=31668, z=6} })
travelNode:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, reset = true, text = 'Then stay here!'})

 

 

  • em cinza: nome do local,ou key para diferenciar ou achar para onde queres ir...
  • em vermelho: mensagen que o npc vai falar para voce quando dizer o nome do local.
  • em rosa: se presisa ou nao ser primun yes para precisar e no pra free usar tbm.
  • em verde:level nessessario para usar o teleport.
  • em amarelo: o custo da viagem, tambem pode ser 0.
  • em azul: sao as coordenadas para onde o player sera tele portado.
keywordHandler:addKeyword({'sail'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can take you to Carlin, Ab\'dendriel, Thais, Venore, Port Hope, Ankrahmun and Cormaya.'})
keywordHandler:addKeyword({'job'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I am the captain of this ship.'})
keywordHandler:addKeyword({'travel'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can take you to Carlin, Svargrond, Ab\'dendriel, Thais, Venore, Port Hope, Ankrahmun and Cormaya.'})
aqui sao as falas do npc.. quasndo falar travel ira aparecer a linha em gold. sugiro que coloque os nomes das cidades aqui ou as key de antes. mas tem que estar iguais e assim por diante...
e cara este script peguei de barco para vc pois eh como seria o tele port por npc barco tapepe voador trem eh tudo o mesmo sistema entao este deve funcionar.. caso contrario nao sei como ajudar worriedsmiley.gif mas se funcionar avisa e dah um rep aewhappy.png
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