Ir para conteúdo

Erro ao tentar vender item


leonardo macedo

Posts Recomendados

boa noite galerinha do XTibia, então estou com um mapa, fui tentar vender itens no npc Soya e da o seguinte error abaixo

distro OTx alguem poderia me ajudar ?

 

ShopModule.onBuy

Item not found on shopItems list

Coloca o ShopModule aqui, deve estar nas libs da pasta npc.

Link para o comentário
Compartilhar em outros sites

Coloca o ShopModule aqui, deve estar nas libs da pasta npc.

tem esse arquivo na pasta

npc/lbs/npcsystem/modules

deve ser esse

 

-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.
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
print('StdModule.say called without any npcHandler instance.')
return false
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
print('StdModule.promotePlayer called without any npcHandler instance.')
return false
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
print('StdModule.learnSpell called without any npcHandler instance.')
return false
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
print('StdModule.bless called without any npcHandler instance.')
return false
end
if(not getBooleanFromString(getConfigValue('blessings'))) then
npcHandler:say("Sorry, but Gods moved back my permission to bless anyone.", cid)
return false
end
if(not npcHandler:isFocused(cid)) then
return false
end
if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('blessingsOnlyPremium')) or not parameters.premium) then
local price = parameters.baseCost
if(getPlayerLevel(cid) > parameters.startLevel) then
price = (price + ((math.min(parameters.endLevel, getPlayerLevel(cid)) - parameters.startLevel) * parameters.levelCost))
end
if(getPlayerBlessing(cid, parameters.number)) then
npcHandler:say("Gods have already blessed you with this blessing!", cid)
elseif(not doPlayerRemoveMoney(cid, price)) then
npcHandler:say("You don't have enough money for blessing.", cid)
else
npcHandler:say("You have been blessed by one of the five gods!", cid)
doPlayerAddBlessing(cid, parameters.number)
end
else
npcHandler:say('You need a premium account in order to be blessed.', cid)
end
npcHandler:resetNpc()
return true
end
function StdModule.travel(cid, message, keywords, parameters, node)
local npcHandler = parameters.npcHandler
if(npcHandler == nil) then
print('StdModule.travel called without any npcHandler instance.')
return false
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
module.npcHandler: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 tmp in string.gmatch(item, '[^,]+') do
if(i == 1) then
name = tmp
elseif(i == 2) then
itemid = tonumber(tmp)
elseif(i == 3) then
cost = tonumber(tmp)
elseif(i == 4) then
subType = tonumber(tmp)
elseif(i == 5) then
realName = tmp
else
print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', tmp, 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
print("[shopModule.onBuy]", "Item not found on shopItems list")
return false
end
if(shopItem.buy == -1) then
print("[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
print("[shopModule.onBuy]", "Item not found on shopItems list")
return false
end
if(shopItem.sell == -1) then
print("[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

Link para o comentário
Compartilhar em outros sites

  • 2 weeks later...

O tópico foi fechado e movido para lixeira por estar inativo a mais de 10 dias. Caso seja preciso reabrir o mesmo, favor entrar em contato com a equipe.

Link para o comentário
Compartilhar em outros sites

Visitante
Este tópico está impedido de receber novos posts.
×
×
  • Criar Novo...