Ir para conteúdo
  • 0

NPC não vende e nem compra itens novos


Tiagone

Pergunta

Pessoal queria sabe se auguem poderia me ajuda a arruma esse erro,tipo o NPC ele nem vende e nem compra qualquer item que eu crio novo,mais os Itens velhos que ja vem em qualquer itens.orb ele vende normal,mais os que eu crio ele não vende e nem compra nada,queria sabe se auguem poderia me ajuda a arruma esse erro,abaixo vou deixa os arquivos do meu Lib os que eu acho que vai precisar.

 

 

 

NPC.Lua

 

-- Include the Advanced NPC System

dofile(getDataDir() .. 'npc/lib/npcsystem/npcsystem.lua')

 

function selfIdle()

following = false

attacking = false

focus = 0

target = 0

end

 

function isConfirmMsg(str)

if string.find(str, ",") then

return false

end

local a = {"yes", "ok", "sure", "alright", "right",

"correct", "true", "fine", "of course",

"nice"}

for b = 1, #a do

if msgcontains(str, a) then

return true

end

end

return false

end

 

function isNegMsg(str)

if string.find(str, ",") then

return false

end

local a = {"no", "not", "wrong"}

for b = 1, #a do

if msgcontains(str, a) then

return true

end

end

return false

end

 

function isDuelMsg(str)

if string.find(str, ",") then

return false

end

local a = {"battle", "duel", "fight", "challenge", "combat"}

for b = 1, #a do

if msgcontains(str, a) then

return true

end

end

return false

end

 

function doRedirectDirection(d)

local dir = d

 

if d == 7 then

dir = 0

elseif d == 6 then

dir = 3

elseif d == 5 then

dir = 1

elseif d == 4 then

dir = 3

end

return dir

end

 

function doDirectPos(n, p)

 

local dir = getDirectionTo(n, p)

 

if dir <= 3 then return dir end

 

local x = math.abs(n.x - p.x)

local y = math.abs(n.y - p.y)

 

if dir == SOUTHWEST then

if x > y then return WEST else return SOUTH end

elseif dir == SOUTHEAST then

if x > y then return EAST else return SOUTH end

elseif dir == NORTHWEST then

if x > y then return WEST else return NORTH end

elseif dir == NORTHEAST then

if x > y then return EAST else return NORTH end

end

 

return dir

end

 

 

 

function msgcontains(txt, str)

return (string.find(txt, str) and not string.find(txt, '(%w+)' .. str) and not string.find(txt, str .. '(%w+)'))

end

 

function selfSayChannel(cid, message)

return selfSay(message, cid, false)

end

 

function selfMoveToCreature(id)

if(not id or id == 0) then

return

end

 

local t = getCreaturePosition(id)

if(not t.x or t.x == nil) then

return

end

 

selfMoveTo(t.x, t.y, t.z)

return

end

 

function getNpcDistanceToCreature(id)

 

if not isCreature(id) then

return 0

end

 

local pos = getThingPos(id)

local mos = getThingPos(getThis())

 

return getDistanceBetween(pos, mos)

end

 

function doMessageCheck(message, keyword)

if(type(keyword) == "table") then

return table.isStrIn(keyword, message)

end

 

local a, b = message:lower():find(keyword:lower())

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

return true

end

 

return false

end

 

function doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack)

local amount = amount or 1

local subType = subType or 1

local ignoreCap = ignoreCap and true or false

 

local item = 0

if(isItemStackable(itemid)) then

item = doCreateItemEx(itemid, amount)

if(doPlayerAddItemEx(cid, item, ignoreCap) ~= RETURNVALUE_NOERROR) then

return 0, 0

end

 

return amount, 0

end

 

local a = 0

if(inBackpacks) then

local container = doCreateItemEx(backpack, 1)

local b = 1

for i = 1, amount do

item = doAddContainerItem(container, itemid, subType)

if(itemid == ITEM_PARCEL) then

doAddContainerItem(item, ITEM_LABEL)

end

 

if(isInArray({(getContainerCapById(backpack) * b), amount}, i)) then

if(doPlayerAddItemEx(cid, container, ignoreCap) ~= RETURNVALUE_NOERROR) then

b = b - 1

break

end

 

a = i

if(amount > i) then

container = doCreateItemEx(backpack, 1)

b = b + 1

end

end

end

 

return a, b

end

 

for i = 1, amount do

item = doCreateItemEx(itemid, subType)

if(itemid == ITEM_PARCEL) then

doAddContainerItem(item, ITEM_LABEL)

end

 

if(doPlayerAddItemEx(cid, item, ignoreCap) ~= RETURNVALUE_NOERROR) then

break

end

 

a = i

end

 

return a, 0

end

 

function doRemoveItemIdFromPos (id, n, position)

local thing = getThingFromPos({x = position.x, y = position.y, z = position.z, stackpos = 1})

if(thing.itemid == id) then

doRemoveItem(thing.uid, n)

return true

end

 

return false

end

 

function getNpcName()

return getCreatureName(getNpcId())

end

 

function getNpcPos()

return getCreaturePosition(getNpcId())

end

 

function selfGetPosition()

local t = getNpcPos()

return t.x, t.y, t.z

end

 

function getNpcCid() --alterado v1.6

if not isCreature(getNpcId()) then

return getThingFromPosWithProtect({x=1,y=1,z=10,stackpos=253})

end

return getNpcId()

end

 

function moveRandom(ox,oy,max)

maxx = ox + max

maxy = oy + max

minx = ox - max

miny = oy - max

cx, cy, cz = selfGetPosition()

randmove = math.random(1,50)

if randmove == 1 then

nx = cx + 1

ny = cy

end

if randmove == 2 then

nx = cx - 1

ny = cy

end

if randmove == 3 then

ny = cy + 1

nx = cx

end

if randmove == 4 then

ny = cy - 1

nx = cx

end

if randmove >= 5 then

nx = cx

ny = cy

end

if((nx < maxx) and (ny < maxy) and (nx > minx) and (ny > miny)) then

moveToPosition(nx, ny, cz)

end

end

 

msgcontains = doMessageCheck

moveToPosition = selfMoveTo

moveToCreature = selfMoveToCreature

selfMoveToPosition = selfMoveTo

selfGotoIdle = selfIdle

isPlayerPremiumCallback = isPremium

doPosRemoveItem = doRemoveItemIdFromPos

doNpcBuyItem = doPlayerRemoveItem

doNpcSetCreatureFocus = selfFocus

--getNpcCid = getNpcId

getThis = getNpcId

getDistanceTo = getNpcDistanceTo

getDistanceToCreature = getNpcDistanceTo

 

 

modules.lua

 

 

 

-- Advanced NPC System (Created by Jiddo),

-- Modified by Talaturen.

-- Modified by Elf.

 

if(Modules == nil) then

-- Constants used to separate buying from selling.

SHOPMODULE_SELL_ITEM = 1

SHOPMODULE_BUY_ITEM = 2

SHOPMODULE_BUY_ITEM_CONTAINER = 3

 

-- Constants used for shop mode. Notice: addBuyableItemContainer is working on all modes

SHOPMODULE_MODE_TALK = 1 -- Old system used before Tibia 8.2: sell/buy item name

SHOPMODULE_MODE_TRADE = 2 -- Trade window system introduced in Tibia 8.2

SHOPMODULE_MODE_BOTH = 3 -- Both working at one time

 

-- Used in shop mode

SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

 

-- Constants used for outfit giving mode

OUTFITMODULE_FUNCTION_OLD = { doPlayerAddOutfit, canPlayerWearOutfit } -- lookType usage

OUTFITMODULE_FUNCTION_NEW = { doPlayerAddOutfitId, canPlayerWearOutfitId } -- OutfitId usage

 

-- Used in outfit module

OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW

if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == nil) then

OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_OLD

end

 

Modules = {

parseableModules = {}

}

 

StdModule = {}

 

-- These callback function must be called with parameters.npcHandler = npcHandler in the parameters table or they will not work correctly.

-- Notice: The members of StdModule have not yet been tested. If you find any bugs, please report them to me.

-- Usage:

-- keywordHandler:addKeyword({'offer'}, StdModule.say, {npcHandler = npcHandler, text = 'I sell many powerful melee weapons.'})

function StdModule.say(cid, message, keywords, parameters, node)

local npcHandler = parameters.npcHandler

if(npcHandler == nil) then

error('StdModule.say called without any npcHandler instance.')

end

 

local onlyFocus = (parameters.onlyFocus == nil or parameters.onlyFocus == true)

if(not npcHandler:isFocused(cid) and onlyFocus) then

return false

end

 

local parseInfo = {[TAG_PLAYERNAME] = getCreatureName(cid)}

npcHandler:say(npcHandler:parseMessage(parameters.text or parameters.message, parseInfo), cid, parameters.publicize and true)

if(parameters.reset == true) then

npcHandler:resetNpc()

elseif(parameters.moveup ~= nil and type(parameters.moveup) == 'number') then

npcHandler.keywordHandler:moveUp(parameters.moveup)

end

 

return true

end

 

--Usage:

-- local node1 = keywordHandler:addKeyword({'promot'}, StdModule.say, {npcHandler = npcHandler, text = 'I can promote you for 20000 brozne coins. Do you want me to promote you?'})

-- node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, promotion = 1, level = 20}, text = 'Congratulations! You are now promoted.')

-- node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, text = 'Alright then, come back when you are ready.'}, reset = true)

function StdModule.promotePlayer(cid, message, keywords, parameters, node)

local npcHandler = parameters.npcHandler

if(npcHandler == nil) then

error('StdModule.promotePlayer called without any npcHandler instance.')

end

 

if(not npcHandler:isFocused(cid)) then

return false

end

 

if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('premiumForPromotion')) or not(parameters.premium)) then

if(getPlayerPromotionLevel(cid) >= parameters.promotion) then

npcHandler:say('You are already promoted!', cid)

elseif(getPlayerLevel(cid) < parameters.level) then

npcHandler:say('I am sorry, but I can only promote you once you have reached level ' .. parameters.level .. '.', cid)

elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then

npcHandler:say('You do not have enough money!', cid)

else

setPlayerPromotionLevel(cid, parameters.promotion)

npcHandler:say(parameters.text, cid)

end

else

npcHandler:say("You need a premium account in order to get promoted.", cid)

end

 

npcHandler:resetNpc()

return true

end

 

function StdModule.learnSpell(cid, message, keywords, parameters, node)

local npcHandler = parameters.npcHandler

if(npcHandler == nil) then

error('StdModule.learnSpell called without any npcHandler instance.')

end

 

if(not npcHandler:isFocused(cid)) then

return false

end

 

if(isPlayerPremiumCallback(cid) or not(parameters.premium)) then

if(getPlayerLearnedInstantSpell(cid, parameters.spellName)) then

npcHandler:say('You already know this spell.', cid)

elseif(getPlayerLevel(cid) < parameters.level) then

npcHandler:say('You need to obtain a level of ' .. parameters.level .. ' or higher to be able to learn ' .. parameters.spellName .. '.', cid)

elseif(not parameters.vocation(cid)) then

npcHandler:say('This spell is not for your vocation', cid)

elseif(not doPlayerRemoveMoney(cid, parameters.price)) then

npcHandler:say('You do not have enough money, this spell costs ' .. parameters.price .. ' gold coins.', cid)

else

npcHandler:say('You have learned ' .. parameters.spellName .. '.', cid)

playerLearnInstantSpell(cid, parameters.spellName)

end

else

npcHandler:say('You need a premium account in order to buy ' .. parameters.spellName .. '.', cid)

end

 

npcHandler:resetNpc()

return true

end

 

function StdModule.bless(cid, message, keywords, parameters, node)

local npcHandler = parameters.npcHandler

if(npcHandler == nil) then

error('StdModule.bless called without any npcHandler instance.')

end

 

if(not npcHandler:isFocused(cid)) then

return false

end

 

if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('blessingsOnlyPremium')) or not parameters.premium) then

local price = parameters.baseCost

if(getPlayerLevel(cid) > parameters.startLevel) then

price = (price + ((math.min(parameters.endLevel, getPlayerLevel(cid)) - parameters.startLevel) * parameters.levelCost))

end

 

if(getPlayerBlessing(cid, parameters.number)) then

npcHandler:say("Gods have already blessed you with this blessing!", cid)

elseif(not doPlayerRemoveMoney(cid, price)) then

npcHandler:say("You don't have enough money for blessing.", cid)

else

npcHandler:say("You have been blessed by one of the five gods!", cid)

doPlayerAddBlessing(cid, parameters.number)

end

else

npcHandler:say('You need a premium account in order to be blessed.', cid)

end

 

npcHandler:resetNpc()

return true

end

 

function StdModule.travel(cid, message, keywords, parameters, node)

local npcHandler = parameters.npcHandler

if(npcHandler == nil) then

error('StdModule.travel called without any npcHandler instance.')

end

 

if(not npcHandler:isFocused(cid)) then

return false

end

 

local storage, pzLocked = parameters.storageValue or (EMPTY_STORAGE + 1), parameters.allowLocked or false

if(parameters.premium and not isPlayerPremiumCallback(cid)) then

npcHandler:say('I can only allow premium players to travel with me.', cid)

elseif(parameters.level ~= nil and getPlayerLevel(cid) < parameters.level) then

npcHandler:say('You must reach level ' .. parameters.level .. ' before I can let you go there.', cid)

elseif(parameters.storageId ~= nil and getPlayerStorageValue(cid, parameters.storageId) < storage) then

npcHandler:say(parameters.storageInfo or 'You may not travel there!', cid)

elseif(not pzLocked and isPlayerPzLocked(cid)) then

npcHandler:say('Get out of there with this blood!', cid)

elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then

npcHandler:say('You do not have enough money.', cid)

else

npcHandler:say('It was a pleasure doing business with you.', cid)

npcHandler:releaseFocus(cid)

 

doTeleportThing(cid, parameters.destination, false)

doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)

end

 

npcHandler:resetNpc()

return true

end

 

FocusModule = {

npcHandler = nil

}

 

-- Creates a new instance of FocusModule without an associated NpcHandler.

function FocusModule:new()

local obj = {}

setmetatable(obj, self)

self.__index = self

return obj

end

 

-- Inits the module and associates handler to it.

function FocusModule:init(handler)

self.npcHandler = handler

for i, word in pairs(FOCUS_GREETWORDS) do

local obj = {}

table.insert(obj, word)

obj.callback = FOCUS_GREETWORDS.callback or FocusModule.messageMatcher

handler.keywordHandler:addKeyword(obj, FocusModule.onGreet, {module = self})

end

 

for i, word in pairs(FOCUS_FAREWELLWORDS) do

local obj = {}

table.insert(obj, word)

obj.callback = FOCUS_FAREWELLWORDS.callback or FocusModule.messageMatcher

handler.keywordHandler:addKeyword(obj, FocusModule.onFarewell, {module = self})

end

end

 

-- Greeting callback function.

function FocusModule.onGreet(cid, message, keywords, parameters)

parameters.module.npcHandler:onGreet(cid)

return true

end

 

-- UnGreeting callback function.

function FocusModule.onFarewell(cid, message, keywords, parameters)

if(not parameters.module.npcHandler:isFocused(cid)) then

return false

end

 

parameters.module.npcHandler:onFarewell(cid)

return true

end

 

-- Custom message matching callback function for greeting messages.

function FocusModule.messageMatcher(keywords, message)

local spectators = getSpectators(getCreaturePosition(getNpcId()), 7, 7)

for i, word in pairs(keywords) do

if(type(word) == 'string') then

if(string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]')) then

if(string.find(message, getCreatureName(getNpcId()))) then

return true

end

 

for i, uid in ipairs(spectators) do

if(string.find(message, getCreatureName(uid))) then

return false

end

end

 

return true

end

end

end

 

return false

end

 

KeywordModule = {

npcHandler = nil

}

-- Add it to the parseable module list.

Modules.parseableModules['module_keywords'] = KeywordModule

 

function KeywordModule:new()

local obj = {}

setmetatable(obj, self)

self.__index = self

return obj

end

 

function KeywordModule:init(handler)

self.npcHandler = handler

end

 

-- Parses all known parameters.

function KeywordModule:parseParameters()

local ret = NpcSystem.getParameter('keywords')

if(ret ~= nil) then

self:parseKeywords(ret)

end

end

 

function KeywordModule:parseKeywords(data)

local n = 1

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

local i = 1

 

local keywords = {}

for temp in string.gmatch(keys, '[^,]+') do

table.insert(keywords, temp)

i = i + 1

end

 

if(i ~= 1) then

local reply = NpcSystem.getParameter('keyword_reply' .. n)

if(reply ~= nil) then

self:addKeyword(keywords, reply)

else

print('[Warning] NpcSystem:', 'Parameter \'' .. 'keyword_reply' .. n .. '\' missing. Skipping...')

end

else

print('[Warning] NpcSystem:', 'No keywords found for keyword set #' .. n .. '. Skipping...')

end

 

n = n + 1

end

end

 

function KeywordModule:addKeyword(keywords, reply)

self.npcHandler.keywordHandler:addKeyword(keywords, StdModule.say, {npcHandler = self.npcHandler, onlyFocus = true, text = reply, reset = true})

end

 

TravelModule = {

npcHandler = nil,

destinations = nil,

yesNode = nil,

noNode = nil,

}

-- Add it to the parseable module list.

Modules.parseableModules['module_travel'] = TravelModule

 

function TravelModule:new()

local obj = {}

setmetatable(obj, self)

self.__index = self

return obj

end

 

function TravelModule:init(handler)

self.npcHandler = handler

self.yesNode = KeywordNode:new(SHOP_YESWORD, TravelModule.onConfirm, {module = self})

self.noNode = KeywordNode:new(SHOP_NOWORD, TravelModule.onDecline, {module = self})

 

self.destinations = {}

end

 

-- Parses all known parameters.

function TravelModule:parseParameters()

local ret = NpcSystem.getParameter('travel_destinations')

if(ret ~= nil) then

self:parseDestinations(ret)

for _, word in ipairs({'destination', 'list', 'where', 'travel'}) do

self.npcHandler.keywordHandler:addKeyword({word}, TravelModule.listDestinations, {module = self})

end

end

end

 

function TravelModule:parseDestinations(data)

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

local i, name, pos, cost, premium, level, storage = 1, nil, {x = nil, y = nil, z = nil}, nil, false

for tmp in string.gmatch(destination, '[^,]+') do

if(i == 1) then

name = tmp

elseif(i == 2) then

pos.x = tonumber(tmp)

elseif(i == 3) then

pos.y = tonumber(tmp)

elseif(i == 4) then

pos.z = tonumber(tmp)

elseif(i == 5) then

cost = tonumber(tmp)

elseif(i == 6) then

premium = getBooleanFromString(tmp)

else

print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', tmp, destination)

end

 

i = i + 1

end

 

if(name ~= nil and pos.x ~= nil and pos.y ~= nil and pos.z ~= nil and cost ~= nil) then

self:addDestination(name, pos, cost, premium)

else

print('[Warning] NpcSystem:', 'Parameter(s) missing for travel destination:', name, pos, cost, premium)

end

end

end

 

function TravelModule:addDestination(name, position, price, premium)

table.insert(self.destinations, name)

local parameters = {

cost = price,

destination = position,

premium = premium,

module = self

}

 

local keywords, bringwords = {}, {}

table.insert(keywords, name)

 

table.insert(bringwords, 'bring me to ' .. name)

self.npcHandler.keywordHandler:addKeyword(bringwords, TravelModule.bring, parameters)

 

local node = self.npcHandler.keywordHandler:addKeyword(keywords, TravelModule.travel, parameters)

node:addChildKeywordNode(self.yesNode)

node:addChildKeywordNode(self.noNode)

end

 

function TravelModule.travel(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

module.npcHandler:say('Do you want to travel to ' .. keywords[1] .. ' for ' .. parameters.cost .. ' gold coins?', cid)

return true

end

 

function TravelModule.onConfirm(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

local parent = node:getParent():getParameters()

if(isPlayerPremiumCallback(cid) or not parent.premium) then

if(not isPlayerPzLocked(cid)) then

if(doPlayerRemoveMoney(cid, parent.cost)) then

module.npcHandler:say('It was a pleasure doing business with you.', cid)

module.npcHandler:releaseFocus(cid)

 

doTeleportThing(cid, parent.destination, true)

doSendMagicEffect(parent.destination, CONST_ME_TELEPORT)

else

module.npcHandler:say('You do not have enough money.', cid)

end

else

module.npcHandler:say('Get out of there with this blood!', cid)

end

else

modulenpcHandler:say('I can only allow premium players to travel there.', cid)

end

 

module.npcHandler:resetNpc()

return true

end

 

-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.

function TravelModule.onDecline(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)

module.npcHandler:resetNpc()

return true

end

 

function TravelModule.bring(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

if((isPlayerPremiumCallback(cid) or not parameters.premium) and not isPlayerPzLocked(cid) and doPlayerRemoveMoney(cid, parameters.cost)) then

module.npcHandler:say('Sure!', cid)

module.npcHandler:releaseFocus(cid)

 

doTeleportThing(cid, parameters.destination, false)

doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)

end

 

module.npcHandler:releaseFocus(cid)

return true

end

 

function TravelModule.listDestinations(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

local msg = nil

for _, destination in ipairs(module.destinations) do

if(msg ~= nil) then

msg = msg .. ", "

else

msg = ""

end

 

msg = msg .. "{" .. destination .. "}"

end

 

module.npcHandler:say(msg .. ".", cid)

module.npcHandler:resetNpc()

return true

end

 

OutfitModule = {

npcHandler = nil,

outfits = nil,

yesNode = nil,

noNode = nil,

}

-- Add it to the parseable module list.

Modules.parseableModules['module_outfit'] = OutfitModule

 

function OutfitModule:new()

if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == nil) then

return nil

end

 

local obj = {}

setmetatable(obj, self)

self.__index = self

return obj

end

 

function OutfitModule:init(handler)

self.npcHandler = handler

self.yesNode = KeywordNode:new(SHOP_YESWORD, OutfitModule.onConfirm, {module = self})

self.noNode = KeywordNode:new(SHOP_NOWORD, OutfitModule.onDecline, {module = self})

 

self.outfits = {}

end

 

-- Parses all known parameters.

function OutfitModule:parseParameters()

local ret = NpcSystem.getParameter('outfits')

if(ret ~= nil) then

self:parseKeywords(ret)

for _, word in ipairs({'outfits', 'addons'}) do

self.npcHandler.keywordHandler:addKeyword({word}, OutfitModule.listOutfits, {module = self})

end

end

end

 

function OutfitModule:parseKeywords(data)

local n = 1

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

local i, keywords = 1, {}

for tmp in string.gmatch(outfit, '[^,]+') do

table.insert(keywords, tmp)

i = i + 1

end

 

if(i > 0) then

local ret = NpcSystem.getParameter('outfit' .. n)

if(ret ~= nil) then

self:parseList(keywords, ret)

else

print('[Warning] NpcSystem:', 'Missing \'outfit' .. n .. '\' parameter, skipping...')

end

else

print('[Warning] NpcSystem:', 'No keywords found for outfit set #' .. n .. ', skipping...')

end

 

n = n + 1

end

end

 

function OutfitModule:parseList(keywords, data)

local outfit, items = nil, {}

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

local a, b, c, d, e = nil, nil, nil, nil, 1

for tmp in string.gmatch(list, '[^,]+') do

if(e == 1) then

a = tmp

elseif(e == 2) then

b = tmp

elseif(e == 3) then

c = tmp

elseif(e == 4) then

d = tmp

else

print('[Warning] NpcSystem:', 'Unknown parameter found in outfit list while parsing ' .. (outfit == nil and 'outfit' or 'item') .. '.', tmp, list)

end

 

e = e + 1

end

 

if(outfit == nil) then

outfit = {tonumber(a), tonumber(b), getBooleanFromString©, d}

elseif(a ~= nil) then

local tmp = tonumber(a)

if((tmp ~= nil or tostring(a) == "money") and b ~= nil and c ~= nil) then

a = tmp or 20000

tmp = tonumber(d)

if(tmp == nil) then

tmp = -1

end

 

items[a] = {b, tmp, c}

else

print('[Warning] NpcSystem:', 'Missing parameter(s) for outfit items.', b, c, d)

end

else

print('[Warning] NpcSystem:', 'Missing base parameter for outfit items.', a)

end

end

 

if(type(outfit) == 'table') then

local tmp = true

for i = 1, 2 do

if(outfit == nil) then

tmp = false

break

end

end

 

if(tmp and table.maxn(items) > 0) then

self:addOutfit(keywords, outfit, items)

else

print('[Warning] NpcSystem:', 'Invalid outfit, addon or empty items pool.', data)

end

end

end

 

function OutfitModule:addOutfit(keywords, outfit, items)

table.insert(self.outfits, keywords[1])

local parameters = {

outfit = outfit[1],

addon = outfit[2],

premium = outfit[3],

gender = nil,

items = items,

module = self

}

 

if(outfit[4] ~= nil) then

local tmp = string.lower(tostring(outfit[5]))

if(tmp == 'male' or tmp == '1') then

parameters.gender = 1

elseif(tmp == 'female' or tmp == '0') then

parameters.gender = 0

end

end

 

for i, name in pairs(keywords) do

local words = {}

table.insert(words, name)

 

local node = self.npcHandler.keywordHandler:addKeyword(words, OutfitModule.obtain, parameters)

node:addChildKeywordNode(self.yesNode)

node:addChildKeywordNode(self.noNode)

end

end

 

function OutfitModule.obtain(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

local i, items, size = 0, nil, table.maxn(parameters.items)

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

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

i = i + 1

if(items ~= nil) then

if(i == size) then

items = items .. " and "

else

items = items .. ", "

end

else

items = ""

end

 

if(tonumber(v[1]) ~= nil and tonumber(v[1]) > 1) then

items = items .. v[1] .. " "

end

 

items = items .. v[3]

end

end

 

module.npcHandler:say('Do you want ' .. keywords[1] .. ' ' .. (addon == 0 and "outfit" or "addon") .. ' for ' .. items .. '?', cid)

return true

 

end

 

function OutfitModule.onConfirm(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

local parent = node:getParent():getParameters()

if(isPlayerPremiumCallback(cid) or not parent.premium) then

if(not OUTFITMODULE_FUNCTION[2](cid, parent.outfit, parent.addon)) then

if(parent.addon == 0 or OUTFITMODULE_FUNCTION[2](cid, parent.outfit)) then

if(parent.gender == nil or parent.gender == getPlayerSex(cid)) then

local found = true

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

local tmp = tonumber(v[1])

if(tmp == nil) then

if(v[1] == "storagecheck") then

if(getCreatureStorage(cid, k) < v[2]) then

found = false

end

elseif(v[1] == "outfitid") then

if(not canPlayerWearOutfitId(cid, k, v[2])) then

found = false

end

elseif(v[1] == "outfit") then

if(not canPlayerWearOutfit(cid, k, v[2])) then

found = false

end

else

found = false

end

elseif(k == 20000) then

if(getPlayerMoney(cid) < tmp) then

found = false

end

elseif(getPlayerItemCount(cid, k, v[2]) < tmp) then

found = false

end

 

if(not found) then

break

end

end

 

if(found) then

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

if(tonumber(v[1]) ~= nil) then

if(k == 20000) then

doPlayerRemoveMoney(cid, v[1])

else

doPlayerRemoveItem(cid, k, v[1], v[2])

end

elseif(v[1] == "storageset") then

doCreatureSetStorage(cid, k, v[2])

end

end

 

module.npcHandler:say('It was a pleasure to dress you.', cid)

OUTFITMODULE_FUNCTION[1](cid, parent.outfit, parent.addon)

doPlayerSetStorageValue(cid, parent.storageId, storage)

else

module.npcHandler:say('You don\'t have these items!', cid)

end

else

module.npcHandler:say('Sorry, this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. ' is not for your gender.', cid)

end

else

module.npcHandler:say('I will not dress you with addon of outfit you cannot wear!', cid)

end

else

module.npcHandler:say('You alrady have this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. '!', cid)

end

else

module.npcHandler:say('Sorry, I dress only premium players.', cid)

end

 

module.npcHandler:resetNpc()

return true

end

 

-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.

function OutfitModule.onDecline(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)

module.npcHandler:resetNpc()

return true

end

 

function OutfitModule.listOutfits(cid, message, keywords, parameters, node)

local module = parameters.module

if(not module.npcHandler:isFocused(cid)) then

return false

end

 

local msg, size = nil, table.maxn(module.outfits)

if(size > 0) then

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

if(msg ~= nil) then

if(i == size) then

msg = msg .. " and "

else

msg = msg .. ", "

end

else

msg = "I can dress you into "

end

 

msg = msg .. "{" .. outfit .. "}"

end

else

msg = "Sorry, I have nothing to offer right now."

end

 

module.npcHandler:say(msg .. ".", cid)

module.npcHandler:resetNpc()

return true

end

 

ShopModule = {

npcHandler = nil,

yesNode = nil,

noNode = nil,

noText = '',

maxCount = 100,

amount = 0

}

 

-- Add it to the parseable module list.

Modules.parseableModules['module_shop'] = ShopModule

 

-- Creates a new instance of ShopModule

function ShopModule:new()

local obj = {}

setmetatable(obj, self)

self.__index = self

return obj

end

 

-- Parses all known parameters.

function ShopModule:parseParameters()

local ret = NpcSystem.getParameter('shop_buyable')

if(ret ~= nil) then

self:parseBuyable(ret)

end

 

local ret = NpcSystem.getParameter('shop_sellable')

if(ret ~= nil) then

self:parseSellable(ret)

end

 

local ret = NpcSystem.getParameter('shop_buyable_containers')

if(ret ~= nil) then

self:parseBuyableContainers(ret)

end

end

 

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

function ShopModule:parseBuyable(data)

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

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

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

if(i == 1) then

name = temp

elseif(i == 2) then

itemid = tonumber(temp)

elseif(i == 3) then

cost = tonumber(temp)

elseif(i == 4) then

subType = tonumber(temp)

elseif(i == 5) then

realName = temp

else

print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)

end

i = i + 1

end

 

if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then

if(itemid ~= nil and cost ~= nil) then

if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then

print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)

else

self:addBuyableItem(nil, itemid, cost, subType, realName)

end

else

print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)

end

elseif(name ~= nil and itemid ~= nil and cost ~= nil) then

if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then

print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)

else

local names = {}

table.insert(names, name)

self:addBuyableItem(names, itemid, cost, subType, realName)

end

else

print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)

end

end

end

 

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

function ShopModule:parseSellable(data)

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

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

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

if(i == 1) then

name = temp

elseif(i == 2) then

itemid = tonumber(temp)

elseif(i == 3) then

cost = tonumber(temp)

elseif(i == 4) then

realName = temp

else

print('[Warning] NpcSystem:', 'Unknown parameter found in sellable items parameter.', temp, item)

end

i = i + 1

end

 

if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then

if(itemid ~= nil and cost ~= nil) then

self:addSellableItem(nil, itemid, cost, realName)

else

print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)

end

elseif(name ~= nil and itemid ~= nil and cost ~= nil) then

local names = {}

table.insert(names, name)

self:addSellableItem(names, itemid, cost, realName)

else

print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)

end

end

end

 

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

function ShopModule:parseBuyableContainers(data)

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

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

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

if(i == 1) then

name = temp

elseif(i == 2) then

itemid = tonumber(temp)

elseif(i == 3) then

itemid = tonumber(temp)

elseif(i == 4) then

cost = tonumber(temp)

elseif(i == 5) then

subType = tonumber(temp)

elseif(i == 6) then

realName = temp

else

print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)

end

i = i + 1

end

 

if(name ~= nil and container ~= nil and itemid ~= nil and cost ~= nil) then

if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then

print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)

else

local names = {}

table.insert(names, name)

self:addBuyableItemContainer(names, container, itemid, cost, subType, realName)

end

else

print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, container, itemid, cost)

end

end

end

 

-- Initializes the module and associates handler to it.

function ShopModule:init(handler)

self.npcHandler = handler

self.yesNode = KeywordNode:new(SHOP_YESWORD, ShopModule.onConfirm, {module = self})

self.noNode = KeywordNode:new(SHOP_NOWORD, ShopModule.onDecline, {module = self})

 

self.noText = handler:getMessage(MESSAGE_DECLINE)

if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then

for i, word in pairs(SHOP_TRADEREQUEST) do

local obj = {}

table.insert(obj, word)

 

obj.callback = SHOP_TRADEREQUEST.callback or ShopModule.messageMatcher

handler.keywordHandler:addKeyword(obj, ShopModule.requestTrade, {module = self})

end

end

end

 

-- Custom message matching callback function for requesting trade messages.

function ShopModule.messageMatcher(keywords, message)

for i, word in pairs(keywords) do

if(type(word) == 'string' and string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]')) then

return true

end

end

 

return false

end

 

-- Resets the module-specific variables.

function ShopModule:reset()

self.amount = 0

end

 

-- Function used to match a number value from a string.

function ShopModule:getCount(message)

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

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

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

end

 

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

end

 

-- Adds a new buyable item.

-- names = A table containing one or more strings of alternative names to this item. Used only for old buy/sell system.

-- itemid = The itemid of the buyable item

-- cost = The price of one single item

-- subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.

-- realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)

function ShopModule:addBuyableItem(names, itemid, cost, subType, realName)

if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then

local item = {

id = itemid,

buy = cost,

sell = -1,

subType = subType or 1,

name = realName or getItemNameById(itemid)

}

 

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

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

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

item.sell = shopItem.sell

end

 

self.npcHandler.shopItems = item

item = nil

break

end

end

 

if(item ~= nil) then

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

end

end

 

if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then

local parameters = {

itemid = itemid,

cost = cost,

eventType = SHOPMODULE_BUY_ITEM,

module = self,

realName = realName or getItemNameById(itemid),

subType = subType or 1

}

 

for i, name in pairs(names) do

local keywords = {}

table.insert(keywords, 'buy')

table.insert(keywords, name)

 

local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)

node:addChildKeywordNode(self.yesNode)

node:addChildKeywordNode(self.noNode)

end

end

end

 

-- Adds a new buyable container of items.

-- names = A table containing one or more strings of alternative names to this item.

-- container = Backpack, bag or any other itemid of container where bought items will be stored

-- itemid = The itemid of the buyable item

-- cost = The price of one single item

-- subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.

-- realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)

function ShopModule:addBuyableItemContainer(names, container, itemid, cost, subType, realName)

if(names ~= nil) then

local parameters = {

container = container,

itemid = itemid,

cost = cost,

eventType = SHOPMODULE_BUY_ITEM_CONTAINER,

module = self,

realName = realName or getItemNameById(itemid),

subType = subType or 1

}

 

for i, name in pairs(names) do

local keywords = {}

table.insert(keywords, 'buy')

table.insert(keywords, name)

 

local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)

node:addChildKeywordNode(self.yesNode)

node:addChildKeywordNode(self.noNode)

end

end

end

 

-- Adds a new sellable item.

-- names = A table containing one or more strings of alternative names to this item. Used only by old buy/sell system.

-- itemid = The itemid of the sellable item

-- cost = The price of one single item

-- realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)

function ShopModule:addSellableItem(names, itemid, cost, realName)

if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then

local item = {

id = itemid,

buy = -1,

sell = cost,

subType = 1,

name = realName or getItemNameById(itemid)

}

 

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

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

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

item.buy = shopItem.buy

end

 

self.npcHandler.shopItems = item

item = nil

break

end

end

 

if(item ~= nil) then

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

end

end

 

if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then

local parameters = {

itemid = itemid,

cost = cost,

eventType = SHOPMODULE_SELL_ITEM,

module = self,

realName = realName or getItemNameById(itemid)

}

 

for i, name in pairs(names) do

local keywords = {}

table.insert(keywords, 'sell')

table.insert(keywords, name)

 

local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)

node:addChildKeywordNode(self.yesNode)

node:addChildKeywordNode(self.noNode)

end

end

end

 

-- onModuleReset callback function. Calls ShopModule:reset()

function ShopModule:callbackOnModuleReset()

self:reset()

return true

end

 

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

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

local shopItem = nil

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

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

shopItem = item

break

end

end

 

if(shopItem == nil) then

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

return false

end

 

if(shopItem.buy == -1) then

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

return false

end

 

local backpack, totalCost = 1998, 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

 

 

NPCHandler

 

-- Advanced NPC System (Created by Jiddo),

-- Modified by TheForgottenServer Team,

-- Modified by The OTX Server Team.

 

if(NpcHandler == nil) then

-- Constant talkdelay behaviors.

TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.

TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)

TALKDELAY_EVENT = 2 -- Not yet implemented

 

-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.

NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

 

-- Constant conversation behaviors.

CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.

CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)

--Small Note: Private conversations also means the NPC will use multi-focus system.

 

-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.

NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE

 

-- Constant indexes for defining default messages.

MESSAGE_GREET = 1 -- When the player greets the npc.

MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.

MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.

MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk.

MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.

MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something.

MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk.

MESSAGE_SOLD = 8 -- When the player sold something through the shop window.

MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.

MESSAGE_MISSINGITEM = 10 -- When the player is trying to sell an item he does not have.

MESSAGE_NEEDMONEY = 11 -- Same as above, used for shop window.

MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.

MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item

MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space

MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.

MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.

MESSAGE_DECLINE = 17 -- When the player says no to something.

MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player

MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any

MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window

MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.

MESSAGE_PLACEDINQUEUE = 22 -- When the player has been placed in the costumer queue.

 

-- Constant indexes for callback functions. These are also used for module callback ids.

CALLBACK_CREATURE_APPEAR = 1

CALLBACK_CREATURE_DISAPPEAR = 2

CALLBACK_CREATURE_SAY = 3

CALLBACK_ONTHINK = 4

CALLBACK_GREET = 5

CALLBACK_FAREWELL = 6

CALLBACK_MESSAGE_DEFAULT = 7

CALLBACK_PLAYER_ENDTRADE = 8

CALLBACK_PLAYER_CLOSECHANNEL = 9

CALLBACK_ONBUY = 10

CALLBACK_ONSELL = 11

 

-- Addidional module callback ids

CALLBACK_MODULE_INIT = 12

CALLBACK_MODULE_RESET = 13

 

-- Constant strings defining the keywords to replace in the default messages.

TAG_PLAYERNAME = '|PLAYERNAME|'

TAG_ITEMCOUNT = '|ITEMCOUNT|'

TAG_TOTALCOST = '|TOTALCOST|'

TAG_ITEMNAME = '|ITEMNAME|'

TAG_QUEUESIZE = '|QUEUESIZE|'

 

NpcHandler = {

keywordHandler = nil,

focuses = nil,

talkStart = nil,

idleTime = 300,

talkRadius = 4,

talkDelayTime = 350, -- Seconds to delay outgoing messages.

queue = nil,

talkDelay = nil,

callbackFunctions = nil,

modules = nil,

shopItems = nil, -- They must be here since ShopModule uses "static" functions

messages = {

-- These are the default replies of all npcs. They can/should be changed individually for each npc.

[MESSAGE_GREET] = 'Welcome, |PLAYERNAME|! I have been expecting you.',

[MESSAGE_FAREWELL] = 'Good bye, |PLAYERNAME|!',

[MESSAGE_BUY] = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',

[MESSAGE_ONBUY] = 'It was a pleasure doing business with you.',

[MESSAGE_BOUGHT] = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',

[MESSAGE_SELL] = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',

[MESSAGE_ONSELL] = 'Thank you for this |ITEMNAME|, |PLAYERNAME|.',

[MESSAGE_SOLD] = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',

[MESSAGE_MISSINGMONEY] = 'Sorry, you don\'t have enough money.',

[MESSAGE_MISSINGITEM] = 'You don\'t even have that item, |PLAYERNAME|!',

[MESSAGE_NEEDMONEY] = 'You do not have enough money.',

[MESSAGE_NEEDITEM] = 'You do not have this object.',

[MESSAGE_NEEDSPACE] = 'You do not have enough capacity.',

[MESSAGE_NEEDMORESPACE] = 'You do not have enough capacity for all items.',

[MESSAGE_IDLETIMEOUT] = 'Next, please!',

[MESSAGE_WALKAWAY] = 'How rude!',

[MESSAGE_DECLINE] = 'Not good enough, is it... ?',

[MESSAGE_SENDTRADE] = 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',

[MESSAGE_NOSHOP] = 'Sorry, I\'m not offering anything.',

[MESSAGE_ONCLOSESHOP] = 'Thank you, come back when you want something more.',

[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',

[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'

}

}

 

-- Creates a new NpcHandler with an empty callbackFunction stack.

function NpcHandler:new(keywordHandler)

local obj = {}

obj.messages = {}

 

obj.keywordHandler = keywordHandler

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

obj.focuses = {}

obj.talkStart = {}

else

obj.queue = Queue:new(obj)

obj.focuses = 0

obj.talkStart = 0

end

 

obj.callbackFunctions = {}

obj.modules = {}

obj.talkDelay = {}

obj.shopItems = {}

 

setmetatable(obj.messages, self.messages)

self.messages.__index = self.messages

 

setmetatable(obj, self)

self.__index = self

return obj

end

 

-- Re-defines the maximum idle time allowed for a player when talking to this npc.

function NpcHandler:setMaxIdleTime(newTime)

self.idleTime = newTime

end

 

-- Attackes a new keyword handler to this npchandler

function NpcHandler:setKeywordHandler(newHandler)

self.keywordHandler = newHandler

end

 

-- Function used to change the focus of this npc.

function NpcHandler:addFocus(newFocus)

if(not isCreature(newFocus)) then

return

end

 

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

if(self:isFocused(newFocus, true)) then

return

end

 

table.insert(self.focuses, newFocus)

else

self.focuses = newFocus

end

 

self:updateFocus(true)

end

NpcHandler.changeFocus = NpcHandler.addFocus -- "changeFocus" looks better for CONVERSATION_DEFAULT

 

-- Function used to verify if npc is focused to certain player

function NpcHandler:isFocused(focus, creatureCheck)

local creatureCheck = creatureCheck or false

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for k, v in pairs(self.focuses) do

if(v == focus) then

if(creatureCheck or isCreature(v)) then

return true

end

 

self:unsetFocus(focus, k)

return false

end

end

 

return false

end

 

if(creatureCheck or isCreature(self.focuses)) then

return self.focuses == focus

end

 

self:changeFocus(0)

return false

end

 

-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.

-- Should also be called whenever a new player is focused.

function NpcHandler:updateFocus(creatureCheck)

local creatureCheck = creatureCheck or false

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for _, focus in pairs(self.focuses) do

if(creatureCheck or isCreature(focus)) then

doNpcSetCreatureFocus(focus)

return

end

end

elseif(creatureCheck or isCreature(self.focuses)) then

doNpcSetCreatureFocus(self.focuses)

return

end

 

doNpcSetCreatureFocus(0)

end

 

-- Used when the npc should un-focus the player.

function NpcHandler:releaseFocus(focus)

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

if(not self:isFocused(focus)) then

return

end

 

local pos = nil

for k, v in pairs(self.focuses) do

if(v == focus) then

pos = k

end

end

 

if(pos ~= nil) then

closeShopWindow(focus)

self:unsetFocus(focus, pos)

end

elseif(self.focuses == focus) then

if(isCreature(focus)) then

closeShopWindow(focus)

end

 

self:changeFocus(0)

end

end

 

-- Internal un-focusing function, beware using!

function NpcHandler:unsetFocus(focus, pos)

if(type(self.focuses) ~= "table" or pos == nil or self.focuses[pos] == nil) then

return

end

 

table.remove(self.focuses, pos)

self.talkStart[focus] = nil

self:updateFocus()

end

 

-- Returns the callback function with the specified id or nil if no such callback function exists.

function NpcHandler:getCallback(id)

local ret = nil

if(self.callbackFunctions ~= nil) then

ret = self.callbackFunctions[id]

end

 

return ret

end

 

-- Changes the callback function for the given id to callback.

function NpcHandler:setCallback(id, callback)

if(self.callbackFunctions ~= nil) then

self.callbackFunctions[id] = callback

end

end

 

-- Adds a module to this npchandler and inits it.

function NpcHandler:addModule(module)

if(self.modules == nil or module == nil) then

return false

end

 

module:init(self)

if(module.parseParameters ~= nil) then

module:parseParameters()

end

 

table.insert(self.modules, module)

return true

end

 

-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.

function NpcHandler:processModuleCallback(id, ...)

local ret = true

for _, module in pairs(self.modules) do

local tmpRet = true

if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then

tmpRet = module:callbackOnCreatureAppear(...)

elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then

tmpRet = module:callbackOnCreatureDisappear(...)

elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then

tmpRet = module:callbackOnCreatureSay(...)

elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then

tmpRet = module:callbackOnPlayerEndTrade(...)

elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then

tmpRet = module:callbackOnPlayerCloseChannel(...)

elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then

tmpRet = module:callbackOnBuy(...)

elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then

tmpRet = module:callbackOnSell(...)

elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then

tmpRet = module:callbackOnThink(...)

elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then

tmpRet = module:callbackOnGreet(...)

elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then

tmpRet = module:callbackOnFarewell(...)

elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then

tmpRet = module:callbackOnMessageDefault(...)

elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then

tmpRet = module:callbackOnModuleReset(...)

end

 

if(not tmpRet) then

ret = false

break

end

end

 

return ret

end

 

-- Returns the message represented by id.

function NpcHandler:getMessage(id)

local ret = nil

if(self.messages ~= nil) then

ret = self.messages[id]

end

 

return ret

end

 

-- Changes the default response message with the specified id to newMessage.

function NpcHandler:setMessage(id, newMessage)

if(self.messages ~= nil) then

self.messages[id] = newMessage

end

end

 

-- Translates all message tags found in msg using parseInfo

function NpcHandler:parseMessage(msg, parseInfo)

for search, replace in pairs(parseInfo) do

if(replace ~= nil) then

msg = msg:gsub(search, replace)

end

end

 

return msg

end

 

-- Makes sure the npc un-focuses the currently focused player

function NpcHandler:unGreet(cid)

if(not self:isFocused(cid)) then

return

end

 

local callback = self:getCallback(CALLBACK_FAREWELL)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_FAREWELL)) then

if(self.queue == nil or not self.queue:greetNext()) then

local msg = self:getMessage(MESSAGE_FAREWELL)

msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 })

 

self:resetNpc(cid)

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self:say(msg, cid, 0, true)

msg = msg:gsub('{', ''):gsub('}', '')

local ghost, position = isPlayerGhost(cid), getThingPosition(getNpcId())

 

local spectators, nid = getSpectators(position, 7, 7), getNpcId()

for _, pid in ipairs(spectators) do

if(isPlayer(pid) and pid ~= cid) then

if(NPCHANDLER_TALKDELAY ~= TALKDELAY_NONE) then

addEvent(doCreatureSay, self.talkDelayTime, nid, msg, TALKTYPE_SAY, ghost, pid, position)

else

doCreatureSay(nid, msg, TALKTYPE_SAY, ghost, pid, position)

end

end

end

else

self:say(msg)

end

 

self:releaseFocus(cid)

end

end

end

end

 

-- Greets a new player.

function NpcHandler:greet(cid)

local callback = self:getCallback(CALLBACK_GREET)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_GREET, cid)) then

local msg = self:getMessage(MESSAGE_GREET)

msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getCreatureName(cid) })

 

self:addFocus(cid)

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

self:say(msg, cid, 0, true)

msg = msg:gsub('{', ''):gsub('}', '')

local ghost, position = isPlayerGhost(cid), getThingPosition(getNpcId())

 

local spectators, nid = getSpectators(position, 7, 7), getNpcId()

for _, pid in ipairs(spectators) do

if(isPlayer(pid) and pid ~= cid) then

if(NPCHANDLER_TALKDELAY ~= TALKDELAY_NONE) then

addEvent(doCreatureSay, self.talkDelayTime, nid, msg, TALKTYPE_SAY, ghost, pid, position)

else

doCreatureSay(nid, msg, TALKTYPE_SAY, ghost, pid, position)

end

end

end

else

self:say(msg)

end

end

end

end

 

-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.

function NpcHandler:onCreatureAppear(cid)

local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then

--

end

end

end

 

-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.

function NpcHandler:onCreatureDisappear(cid)

local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then

if(self:isFocused(cid)) then

self:unGreet(cid)

end

end

end

end

 

-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.

function NpcHandler:onCreatureSay(cid, class, msg)

local callback = self:getCallback(CALLBACK_CREATURE_SAY)

if(callback == nil or callback(cid, class, msg)) then

if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then

if(not self:isInRange(cid)) then

return

end

 

if(self.keywordHandler ~= nil) then

if((self:isFocused(cid) and (class == TALKTYPE_PRIVATE_PN or NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT)) or not self:isFocused(cid)) then

local ret = self.keywordHandler:processMessage(cid, msg)

if(not ret) then

local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)

if(callback ~= nil and callback(cid, class, msg)) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

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

else

self.talkStart = os.time()

end

end

elseif(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

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

else

self.talkStart = os.time()

end

end

end

end

end

end

 

-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.

function NpcHandler:onPlayerEndTrade(cid)

local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid)) then

if(self:isFocused(cid)) then

local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }

local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)

self:say(msg, cid)

end

end

end

end

 

-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.

function NpcHandler:onPlayerCloseChannel(cid)

local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid)) then

if(self:isFocused(cid)) then

self:unGreet(cid)

end

end

end

end

 

-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.

function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)

local callback = self:getCallback(CALLBACK_ONBUY)

if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then

if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then

--

end

end

end

 

-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.

function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)

local callback = self:getCallback(CALLBACK_ONSELL)

if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then

if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then

--

end

end

end

 

-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.

function NpcHandler:onThink()

local callback = self:getCallback(CALLBACK_ONTHINK)

if(callback == nil or callback()) then

for i, speech in pairs(self.talkDelay) do

if((speech.cid == nil or speech.cid == 0) and speech.time ~= nil and speech.message ~= nil) then

if(os.mtime() >= speech.time) then

selfSay(speech.message)

self.talkDelay = nil

end

elseif(isCreature(speech.cid) and speech.start ~= nil and speech.time ~= nil and speech.message ~= nil) then

if(os.mtime() >= speech.time) then

local talkStart = (NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT and self.talkStart[speech.cid] or self.talkStart)

if(speech.force or (self:isFocused(speech.cid) and talkStart == speech.start)) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

selfSay(speech.message, speech.cid)

else

selfSay(speech.message)

end

end

 

self.talkDelay = nil

end

else

self.talkDelay = nil

end

end

 

if(self:processModuleCallback(CALLBACK_ONTHINK)) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

for _, focus in pairs(self.focuses) do

if(focus ~= nil) then

if(not self:isInRange(focus)) then

self:onWalkAway(focus)

elseif((os.time() - self.talkStart[focus]) > self.idleTime) then

self:unGreet(focus)

else

self:updateFocus()

end

end

end

elseif(self.focuses ~= 0) then

if(not self:isInRange(self.focuses)) then

self:onWalkAway(self.focuses)

elseif((os.time() - self.talkStart) > self.idleTime) then

self:unGreet(self.focuses)

else

self:updateFocus()

end

end

end

end

end

 

-- Tries to greet the player with the given cid.

function NpcHandler:onGreet(cid)

if(self:isInRange(cid)) then

if(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then

if(not self:isFocused(cid)) then

self:greet(cid)

return

end

elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) then

if(self.focuses == 0) then

self:greet(cid)

elseif(self.focuses == cid) then

local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)

local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }

msg = self:parseMessage(msg, parseInfo)

self:say(msg)

else

if(not self.queue:isInQueue(cid)) then

self.queue:push(cid)

end

 

local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)

local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }

msg = self:parseMessage(msg, parseInfo)

self:say(msg)

end

end

end

end

 

-- Simply calls the underlying unGreet function.

function NpcHandler:onFarewell(cid)

self:unGreet(cid)

end

 

-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.

function NpcHandler:onWalkAway(cid)

if(self:isFocused(cid)) then

local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)

if(callback == nil or callback(cid)) then

if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then

if(self.queue == nil or not self.queue:greetNext()) then

local msg = self:getMessage(MESSAGE_WALKAWAY)

self:resetNpc(cid)

self:say(self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 }))

self:releaseFocus(cid)

end

end

end

end

end

 

-- Returns true if cid is within the talkRadius of this npc.

function NpcHandler:isInRange(cid)

if not isPlayer(cid) then

return false

end

 

local distance = getNpcDistanceTo(cid) or -1

return distance ~= -1 and distance <= self.talkRadius

end

 

-- Resets the npc into it's initial state (in regard of the keyrodhandler).

-- All modules are also receiving a reset call through their callbackOnModuleReset function.

function NpcHandler:resetNpc(cid)

if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then

self.keywordHandler:reset(cid)

end

end

 

-- Makes the npc represented by this instance of NpcHandler say something.

-- This implements the currently set type of talkdelay.

function NpcHandler:say(message, focus, delay, force)

local delay = delay or 0

if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or delay <= 0) then

if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then

selfSay(message, focus)

else

selfSay(message)

end

 

return

end

 

-- TODO: Add an event handling method for delayed messages

table.insert(self.talkDelay, {

id = getNpcId(),

cid = focus,

message = message,

time = os.mtime() + (delay and delay or self.talkDelayTime),

start = os.time(),

force = force or false

})

end

end

 

NPCSystem.lua

 

-- Advanced NPC System (Created by Jiddo),

-- Modified by Talaturen.

 

if(NpcSystem == nil) then

-- Loads the underlying classes of the npcsystem.

dofile(getDataDir() .. 'npc/lib/npcsystem/keywordhandler.lua')

dofile(getDataDir() .. 'npc/lib/npcsystem/queue.lua')

dofile(getDataDir() .. 'npc/lib/npcsystem/npchandler.lua')

dofile(getDataDir() .. 'npc/lib/npcsystem/modules.lua')

 

-- Global npc constants:

 

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

KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED

 

-- Greeting and unGreeting keywords. For more information look at the top of modules.lua

FOCUS_GREETWORDS = {'hi', 'hello', 'hey'}

FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}

 

-- The word for requesting trade window. For more information look at the top of modules.lua

SHOP_TRADEREQUEST = {'offer', 'trade'}

 

-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua

SHOP_YESWORD = {'yes'}

SHOP_NOWORD = {'no'}

 

-- Pattern used to get the amount of an item a player wants to buy/sell.

PATTERN_COUNT = '%d+'

 

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

NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

 

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

NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT

 

-- Constant strings defining the keywords to replace in the default messages.

-- For more information, look at the top of npchandler.lua...

TAG_PLAYERNAME = '|PLAYERNAME|'

TAG_ITEMCOUNT = '|ITEMCOUNT|'

TAG_TOTALCOST = '|TOTALCOST|'

TAG_ITEMNAME = '|ITEMNAME|'

TAG_QUEUESIZE = '|QUEUESIZE|'

 

NpcSystem = {}

 

-- Gets an npcparameter with the specified key. Returns nil if no such parameter is found.

function NpcSystem.getParameter(key)

local ret = getNpcParameter(tostring(key))

if((type(ret) == 'number' and ret == 0) or ret == nil) then

return nil

else

return ret

end

end

 

-- Parses all known parameters for the npc. Also parses parseable modules.

function NpcSystem.parseParameters(npcHandler)

local ret = NpcSystem.getParameter('idletime')

if(ret ~= nil) then

npcHandler.idleTime = tonumber(ret)

end

local ret = NpcSystem.getParameter('talkradius')

if(ret ~= nil) then

npcHandler.talkRadius = tonumber(ret)

end

local ret = NpcSystem.getParameter('message_greet')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_GREET, ret)

end

local ret = NpcSystem.getParameter('message_farewell')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_FAREWELL, ret)

end

local ret = NpcSystem.getParameter('message_decline')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_DECLINE, ret)

end

local ret = NpcSystem.getParameter('message_needmorespace')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_NEEDMORESPACE, ret)

end

local ret = NpcSystem.getParameter('message_needspace')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_NEEDSPACE, ret)

end

local ret = NpcSystem.getParameter('message_sendtrade')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_SENDTRADE, ret)

end

local ret = NpcSystem.getParameter('message_noshop')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_NOSHOP, ret)

end

local ret = NpcSystem.getParameter('message_oncloseshop')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_ONCLOSESHOP, ret)

end

local ret = NpcSystem.getParameter('message_onbuy')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_ONBUY, ret)

end

local ret = NpcSystem.getParameter('message_onsell')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_ONSELL, ret)

end

local ret = NpcSystem.getParameter('message_missingmoney')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_MISSINGMONEY, ret)

end

local ret = NpcSystem.getParameter('message_needmoney')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_NEEDMONEY, ret)

end

local ret = NpcSystem.getParameter('message_missingitem')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_MISSINGITEM, ret)

end

local ret = NpcSystem.getParameter('message_needitem')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_NEEDITEM, ret)

end

local ret = NpcSystem.getParameter('message_idletimeout')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret)

end

local ret = NpcSystem.getParameter('message_walkaway')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_WALKAWAY, ret)

end

local ret = NpcSystem.getParameter('message_alreadyfocused')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret)

end

local ret = NpcSystem.getParameter('message_placedinqueue')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret)

end

local ret = NpcSystem.getParameter('message_buy')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_BUY, ret)

end

local ret = NpcSystem.getParameter('message_sell')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_SELL, ret)

end

local ret = NpcSystem.getParameter('message_bought')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_BOUGHT, ret)

end

local ret = NpcSystem.getParameter('message_sold')

if(ret ~= nil) then

npcHandler:setMessage(MESSAGE_SOLD, ret)

end

 

-- Parse modules.

for parameter, module in pairs(Modules.parseableModules) do

local ret = NpcSystem.getParameter(parameter)

if(ret ~= nil) then

local number = tonumber(ret)

if(number ~= nil and number ~= 0) then

npcHandler:addModule(module:new())

end

end

end

end

end

 

 

 

meu TFS 0.3.6/860

up

Link para o comentário
Compartilhar em outros sites

4 respostass a esta questão

Posts Recomendados

  • 0

desculpa a demora ae pra responde,mais ja coloquei sim, ta tudo certinho no items.orb,items.xml,movements.xml

 

só citando 1 otra coisa q eu descubri aqui se eu do look no item la no Modules do item a outfit do item esta certa mais não é o msm item aparece como se o item não existise e 1 outro ID q nem existe.


up

Link para o comentário
Compartilhar em outros sites

×
×
  • Criar Novo...