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Problemas com venda de itens


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Galera estou com um problema no server, jogador vai vender umas daquelas esmeraldas não da pra vender mais o npc tem lá para comprar.

 

Outra caisa se vc tem 2 demon shield 1 esta na bag e a outra está equipada, se vender para o npc a que está sobrando á que está equipada somi também o npc compra as 2 mesmo você escolhendo para vender 1, o dinheiro recebe mais não é isso que eu quero, se escolhe vender 1 é para vender só uma.

 

Se alguem puder ajudar eu fico muito grato..

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Galera estou com um problema no server, jogador vai vender umas daquelas esmeraldas não da pra vender mais o npc tem lá para comprar.

 

Outra caisa se vc tem 2 demon shield 1 esta na bag e a outra está equipada, se vender para o npc a que está sobrando á que está equipada somi também o npc compra as 2 mesmo você escolhendo para vender 1, o dinheiro recebe mais não é isso que eu quero, se escolhe vender 1 é para vender só uma.

 

Se alguem puder ajudar eu fico muito grato..

No caso da esmeralda eu não entendi muito bem o que você quis dizer. 

 

Provavelmente pode ser algum erro com sua npclib.

-"Supra Omnes Lux Lucis"

- Acima de todos brilha a Luz -

5VGnDyBz.png

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Bom maxwellden não sei configurar mais da uma olhada ver se você encontra o erro.

 

Tipo os itens você tem 4 war hammer vai vender no npc só aparece para vender 1 mais quando vende, todos os 4 são vendidos, o dinheiro é ganho como se tivesse vendido 4 mais você só queria vender 1 ai é mesma coisa com equipes e os demais você tem 3 demon helmet você usa 1 e quer vender os outros 2 ai vai no npc lá aparece como se tivesse só 1 para vender mais quando vende, os 3 são vendido do mesmo jeito.

 

Bom é isso vou postar os itens do npclib para você olhar se puder.

 

keywordhandler

 

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

if(KeywordHandler == nil) then
	BEHAVIOR_SIMPLE = 1 -- Does not support nested keywords. If you choose this setting you must use a variable such as 'talkState' to keep track of how to handle keywords.
	BEHAVIOR_NORMAL = 2 -- Default behvaior. If a sub-keyword is not found, then the root is searched, not the parent hierarchy,
	BEHAVIOR_NORMAL_EXTENDED = 3 -- Same as BEHAVIOR_NORMAL but it also searches through the last node's parent.
	BEHAVIOR_COMPLEX = 4 -- Extended behavior. It a sub-keyword is not found, then the entire keyword hierarchy is searched upwards until root is reached.

	-- BEHAVIOR_NORMAL_EXTENDED is recommended as it (probably) mimics the behavior of real Tibia's NPCs the most.
	--		However, you are strongly recommended to test some (or all) other settings as well as it might suit you better.
	--		Also note that not much difference can be seen with the different settings unless you have a npc with a quite heavy
	--		nestled keyword hierarchy.
	-- Note: BEHAVIOR_SIMPLE should not be used unless you have any special reason to do so as it forces you to keep track of talkStates etc.
	--		This was pretty much the method used in the 2.0x versions of this system. It is here mainly for compability issues.
	KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED

	KeywordNode = {
		keywords = nil,
		callback = nil,
		parameters = nil,
		children = nil,
		parent = nil
	}

	-- Created a new keywordnode with the given keywords, callback function and parameters and without any childNodes.
	function KeywordNode:new(keys, func, param)
		local obj = {}
		obj.keywords = keys
		obj.callback = func
		obj.parameters = param
		obj.children = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Calls the underlying callback function if it is not nil.
	function KeywordNode:processMessage(cid, message)
		return (self.callback == nil or self.callback(cid, message, self.keywords, self.parameters, self))
	end

	-- Returns true if message contains all patterns/strings found in keywords.
	function KeywordNode:checkMessage(message)
		local ret = true
		if(self.keywords.callback ~= nil) then
			return self.keywords.callback(self.keywords, message)
		end
		for i,v in ipairs(self.keywords) do
			if(type(v) == 'string') then
				local a, b = string.find(message, v)
				if(a == nil or b == nil) then
					ret = false
					break
				end
			end
		end
		return ret
	end

	-- Returns the parent of this node or nil if no such node exists.
	function KeywordNode:getParent()
		return self.parent
	end

	-- Returns an array of the callback function parameters assosiated with this node.
	function KeywordNode:getParameters()
		return self.parameters
	end

	-- Returns an array of the triggering keywords assosiated with this node.
	function KeywordNode:getKeywords()
		return self.keywords
	end

	-- Adds a childNode to this node. Creates the childNode based on the parameters (k = keywords, c = callback, p = parameters)
	function KeywordNode:addChildKeyword(keywords, callback, parameters)
		local new = KeywordNode:new(keywords, callback, parameters)
		return self:addChildKeywordNode(new)
	end

	-- Adds a pre-created childNode to this node. Should be used for example if several nodes should have a common child.
	function KeywordNode:addChildKeywordNode(childNode)
		table.insert(self.children, childNode)
		childNode.parent = self
		return childNode
	end

	KeywordHandler = {
		root = nil,
		lastNode = nil
	}

	-- Creates a new keywordhandler with an empty rootnode.
	function KeywordHandler:new()
		local obj = {}
		obj.root = KeywordNode:new(nil, nil, nil)
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Resets the lastNode field, and this resetting the current position in the node hierarchy to root.
	function KeywordHandler:reset()
		self.lastNode = nil
	end

	-- Makes sure the correct childNode of lastNode gets a chance to process the message.
	--	The behavior of this function depends much on the KEYWORD_BEHAVIOR.
	function KeywordHandler:processMessage(cid, message)
		local node = self:getLastNode()
		if(node == nil) then
			error('No root node found.')
			return false
		end
		if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then
			local ret = self:processNodeMessage(node, cid, message)
			if(ret) then
				return true
			end
		elseif(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL or KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED) then
			local ret = self:processNodeMessage(node, cid, message)
			if(ret) then
				return true
			end
			if(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED and node:getParent()) then
				node = node:getParent() -- Search through the parent.
				local ret = self:processNodeMessage(node, cid, message)
				if(ret) then
					return true
				end
			end
			if(node ~= self:getRoot()) then
				node = self:getRoot() -- Search through the root.
				local ret = self:processNodeMessage(node, cid, message)
				if(ret) then
					return true
				end
			end
		elseif(KEYWORD_BEHAVIOR == BEHAVIOR_COMPLEX) then
			while true do
				local ret = self:processNodeMessage(node, cid, message)
				if(ret) then
					return true
				end

				if(node:getParent() ~= nil) then
					node = node:getParent() -- Move one step upwards in the hierarchy.
				else
					break
				end
			end
		else
			error('Unknown keyword behavior.')
		end
		return false
	end

	-- Tries to process the given message using the node parameter's children and calls the node's callback function if found.
	--	Returns the childNode which processed the message or nil if no such node was found.
	function KeywordHandler:processNodeMessage(node, cid, message)
		local messageLower = string.lower(message)
		for i, childNode in pairs(node.children) do
			if(childNode:checkMessage(messageLower)) then
				local oldLast = self.lastNode
				self.lastNode = childNode
				childNode.parent = node -- Make sure node is the parent of childNode (as one node can be parent to several nodes).
				if(childNode:processMessage(cid, message)) then
					return true
				else
					self.lastNode = oldLast
				end
			end
		end
		return false
	end

	-- Returns the root keywordnode
	function KeywordHandler:getRoot()
		return self.root
	end

	-- Returns the last processed keywordnode or root if no last node is found.
	function KeywordHandler:getLastNode()
		if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then
			return self:getRoot()
		else
			return self.lastNode or self:getRoot()
		end
	end

	-- Adds a new keyword to the root keywordnode. Returns the new node.
	function KeywordHandler:addKeyword(keys, callback, parameters)
		return self:getRoot():addChildKeyword(keys, callback, parameters)
	end

	-- Moves the current position in the keyword hierarchy count steps upwards. Count defalut value = 1.
	--	This function MIGHT not work properly yet. Use at your own risk.
	function KeywordHandler:moveUp(count)
		local steps = count
		if(steps == nil) then
			steps = 1
		end
		for i = 1, steps,1 do
			if(self.lastNode == nil) then
				break
			else
				self.lastNode = self.lastNode:getParent() or self:getRoot()
			end
		end
		return self.lastNode
	end
end

 

modules

 

-- 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 -- Gives outfit through look type
	OUTFITMODULE_FUNCTION_NEW = doPlayerAddOutfitId -- Gives outfit through outfit id

	-- Used in outfit module
	OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW
	if(OUTFITMODULE_FUNCTION == 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(getPlayerVocation(cid) ~= parameters.vocation and getPlayerVocation(cid) ~= parameters.vocation + 4 and vocation ~= 9) then
				npcHandler:say('This spell is not for your vocation', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.price)) then
				npcHandler:say('You do not have enough money, this spell costs ' .. parameters.price .. ' gold 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 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
			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 == 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(c), 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[i] == 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 items = nil
		for k, v in pairs(parameters.items) do
			if(v[1] ~= "storageset") then
				if(items ~= nil) then
					items = items .. ", "
				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 canPlayerWearOutfitId(cid, parent.outfit, parent.addon)) then
				if(parent.addon == 0 or canPlayerWearOutfitId(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(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 = nil
		if(table.maxn(module.outfits) > 0) then
			for _, outfit in ipairs(module.outfits) do
				if(msg ~= nil) then
					msg = msg .. ", "
				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 = 1

			local name = nil
			local itemid = nil
			local cost = nil
			local subType = nil
			local realName = nil

			for temp in string.gmatch(item, '[^,]+') do
				if(i == 1) then
					name = temp
				elseif(i == 2) then
					itemid = tonumber(temp)
				elseif(i == 3) then
					cost = tonumber(temp)
				elseif(i == 4) then
					subType = tonumber(temp)
				elseif(i == 5) then
					realName = temp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
				end
				i = i + 1
			end

			if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
				if(itemid ~= nil and cost ~= nil) then
					if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
						print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
					else
						self:addBuyableItem(nil, itemid, cost, subType, realName)
					end
				else
					print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
				end
			else
				if(name ~= nil and itemid ~= nil and cost ~= nil) then
					if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
						print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
					else
						local names = {}
						table.insert(names, name)
						self:addBuyableItem(names, itemid, cost, subType, realName)
					end
				else
					print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
				end
			end
		end
	end

	-- Parse a string contaning a set of sellable items.
	function ShopModule:parseSellable(data)
		for item in string.gmatch(data, '[^;]+') do
			local i = 1

			local name = nil
			local itemid = nil
			local cost = nil
			local realName = nil

			for temp in string.gmatch(item, '[^,]+') do
				if(i == 1) then
					name = temp
				elseif(i == 2) then
					itemid = tonumber(temp)
				elseif(i == 3) then
					cost = tonumber(temp)
				elseif(i == 4) then
					realName = temp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in sellable items parameter.', temp, item)
				end
				i = i + 1
			end

			if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
				if(itemid ~= nil and cost ~= nil) then
					self:addSellableItem(nil, itemid, cost, realName)
				else
					print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
				end
			else
				if(name ~= nil and itemid ~= nil and cost ~= nil) then
					local names = {}
					table.insert(names, name)
					self:addSellableItem(names, itemid, cost, realName)
				else
					print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
				end
			end
		end
	end

	-- Parse a string contaning a set of buyable items.
	function ShopModule:parseBuyableContainers(data)
		for item in string.gmatch(data, '[^;]+') do
			local i = 1

			local name = nil
			local container = nil
			local itemid = nil
			local cost = nil
			local subType = nil
			local realName = nil

			for temp in string.gmatch(item, '[^,]+') do
				if(i == 1) then
					name = temp
				elseif(i == 2) then
					itemid = tonumber(temp)
				elseif(i == 3) then
					itemid = tonumber(temp)
				elseif(i == 4) then
					cost = tonumber(temp)
				elseif(i == 5) then
					subType = tonumber(temp)
				elseif(i == 6) then
					realName = temp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
				end
				i = i + 1
			end

			if(name ~= nil and container ~= nil and itemid ~= nil and cost ~= nil) then
				if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
					print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
				else
					local names = {}
					table.insert(names, name)
					self:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
				end
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, container, itemid, cost)
			end
		end
	end

	-- Initializes the module and associates handler to it.
	function ShopModule:init(handler)
		self.npcHandler = handler
		self.yesNode = KeywordNode:new(SHOP_YESWORD, ShopModule.onConfirm, {module = self})
		self.noNode = KeywordNode:new(SHOP_NOWORD, ShopModule.onDecline, {module = self})

		self.noText = handler:getMessage(MESSAGE_DECLINE)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			for i, word in pairs(SHOP_TRADEREQUEST) do
				local obj = {}
				table.insert(obj, word)

				obj.callback = SHOP_TRADEREQUEST.callback or ShopModule.messageMatcher
				handler.keywordHandler:addKeyword(obj, ShopModule.requestTrade, {module = self})
			end
		end
	end

	-- Custom message matching callback function for requesting trade messages.
	function ShopModule.messageMatcher(keywords, message)
		for i, word in pairs(keywords) do
			if(type(word) == 'string') then
				if string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]') then
					return true
				end
			end
		end

		return false
	end

	-- Resets the module-specific variables.
	function ShopModule:reset()
		self.amount = 0
	end

	-- Function used to match a number value from a string.
	function ShopModule:getCount(message)
		local ret = 1
		local b, e = string.find(message, PATTERN_COUNT)
		if b ~= nil and e ~= nil then
			ret = tonumber(string.sub(message, b, e))
		end

		if(ret <= 0) then
			ret = 1
		elseif(ret > self.maxCount) then
			ret = self.maxCount
		end

		return ret
	end

	-- Adds a new buyable item.
	--	names = A table containing one or more strings of alternative names to this item. Used only for old buy/sell system.
	--	itemid = The itemid of the buyable item
	--	cost = The price of one single item
	--	subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.
	--	realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)
	function ShopModule:addBuyableItem(names, itemid, cost, subType, realName)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			if(self.npcHandler.shopItems[itemid] == nil) then
				self.npcHandler.shopItems[itemid] = {buyPrice = -1, sellPrice = -1, subType = 1, realName = ""}
			end

			self.npcHandler.shopItems[itemid].buyPrice = cost
			self.npcHandler.shopItems[itemid].realName = realName or getItemNameById(itemid)
			self.npcHandler.shopItems[itemid].subType = subType or 1
		end

		if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
			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
			if(self.npcHandler.shopItems[itemid] == nil) then
				self.npcHandler.shopItems[itemid] = {buyPrice = -1, sellPrice = -1, subType = 1, realName = ""}
			end

			self.npcHandler.shopItems[itemid].sellPrice = cost
			self.npcHandler.shopItems[itemid].realName = realName or getItemNameById(itemid)
		end

		if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
			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)
		if(self.npcHandler.shopItems[itemid] == nil) then
			error("[shopModule.onBuy]", "items[itemid] == nil")
			return false
		end

		if(self.npcHandler.shopItems[itemid].buyPrice == -1) then
			error("[shopModule.onSell]", "Attempt to buy a non-buyable item")
			return false
		end

		local backpack = 1988
		local totalCost = amount * self.npcHandler.shopItems[itemid].buyPrice
		if(inBackpacks) then
			totalCost = totalCost + (math.max(1, math.floor(amount / getContainerCapById(backpack))) * 20)
		end

		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = amount,
			[TAG_TOTALCOST] = totalCost,
			[TAG_ITEMNAME] = self.npcHandler.shopItems[itemid].realName
		}

		if(getPlayerMoney(cid) < totalCost) then
			local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY)
			msg = self.npcHandler:parseMessage(msg, parseInfo)
			doPlayerSendCancel(cid, msg)
			return false
		end

		local subType = self.npcHandler.shopItems[itemid].subType or 1
		local a, b = doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack)
		if(a < amount) then
			local msgId = MESSAGE_NEEDMORESPACE
			if(a == 0) then
				msgId = MESSAGE_NEEDSPACE
			end

			local msg = self.npcHandler:getMessage(msgId)
			parseInfo[TAG_ITEMCOUNT] = a
			msg = self.npcHandler:parseMessage(msg, parseInfo)
			doPlayerSendCancel(cid, msg)
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				self.npcHandler.talkStart[cid] = os.time()
			else
				self.npcHandler.talkStart = os.time()
			end

			if(a > 0) then
				doPlayerRemoveMoney(cid, ((a * self.npcHandler.shopItems[itemid].buyPrice) + (b * 20)))
				return true
			end

			return false
		else
			local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT)
			msg = self.npcHandler:parseMessage(msg, parseInfo)
			doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, msg)
			doPlayerRemoveMoney(cid, totalCost)
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				self.npcHandler.talkStart[cid] = os.time()
			else
				self.npcHandler.talkStart = os.time()
			end

			return true
		end
	end

	-- Callback onSell() function. If you wish, you can change certain Npc to use your onSell().
	function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		if(self.npcHandler.shopItems[itemid] == nil) then
			error("[shopModule.onSell]", "items[itemid] == nil")
			return false
		end

		if(self.npcHandler.shopItems[itemid].sellPrice == -1) then
			error("[shopModule.onSell]", "Attempt to sell a non-sellable item")
			return false
		end

		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = amount,
			[TAG_TOTALCOST] = amount * self.npcHandler.shopItems[itemid].sellPrice,
			[TAG_ITEMNAME] = self.npcHandler.shopItems[itemid].realName
		}

		if(subType < 1) then
			subType = -1
		end

		if(doPlayerRemoveItem(cid, itemid, amount, subType)) then
			local msg = self.npcHandler:getMessage(MESSAGE_SOLD)
			msg = self.npcHandler:parseMessage(msg, parseInfo)
			doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, msg)
			doPlayerAddMoney(cid, amount * self.npcHandler.shopItems[itemid].sellPrice)
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				self.npcHandler.talkStart[cid] = os.time()
			else
				self.npcHandler.talkStart = os.time()
			end
			return true
		else
			local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM)
			msg = self.npcHandler:parseMessage(msg, parseInfo)
			doPlayerSendCancel(cid, msg)
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				self.npcHandler.talkStart[cid] = os.time()
			else
				self.npcHandler.talkStart = os.time()
			end
			return false
		end
	end

	-- Callback for requesting a trade window with the NPC.
	function ShopModule.requestTrade(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local itemWindow = {}
		for itemid, attr in pairs(module.npcHandler.shopItems) do
			local item = {id = itemid, buy = attr.buyPrice, sell = attr.sellPrice, subType = attr.subType, name = attr.realName}
			table.insert(itemWindow, item)
		end

		if(itemWindow[1] == nil) then
			local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
			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, itemWindow,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks) end,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks) end)
		module.npcHandler:say(msg, cid)
		return true
	end

	-- onConfirm keyword callback function. Sells/buys the actual item.
	function ShopModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local parentParameters = node:getParent():getParameters()
		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_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 Talaturen.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			return false
		end

		return (self.focuses == focus)
	end

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

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

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

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

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

		return ret
	end

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

	-- Adds a module to this npchandler and inits it.
	function NpcHandler:addModule(module)
		if(self.modules == nil 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 i, module in pairs(self.modules) do
			local tmpRet = true
			if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
				tmpRet = module:callbackOnCreatureAppear(unpack(arg))
			elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
				tmpRet = module:callbackOnCreatureDisappear(unpack(arg))
			elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
				tmpRet = module:callbackOnCreatureSay(unpack(arg))
			elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
				tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))
			elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
				tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))
			elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
				tmpRet = module:callbackOnBuy(unpack(arg))
			elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
				tmpRet = module:callbackOnSell(unpack(arg))
			elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
				tmpRet = module:callbackOnThink(unpack(arg))
			elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
				tmpRet = module:callbackOnGreet(unpack(arg))
			elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
				tmpRet = module:callbackOnFarewell(unpack(arg))
			elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
				tmpRet = module:callbackOnMessageDefault(unpack(arg))
			elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
				tmpRet = module:callbackOnModuleReset(unpack(arg))
			end

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

		return ret
	end

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

		return ret
	end

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

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

		return ret
	end

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		return (distance <= self.talkRadius)
	end

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

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

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

 

 

npcsystem

 

-- Advanced NPC System (Created by Jiddo),


-- Modified by Talaturen.

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

    -- Global npc constants:

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

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

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

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

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

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

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

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

    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

 

queue

 

-- Advanced NPC System (Created by Jiddo),


-- Modified by Talaturen.

if(Queue == nil) then
    Queue = {
        customers = nil,
        handler = nil,
    }

    -- Creates a new queue, connected to the given NpcHandler handler
    function Queue:new(handler)
        local obj = {}
        obj.handler = handler
        obj.customers = {}
        setmetatable(obj, self)
        self.__index = self
        return obj
    end

    -- Assigns a new handler to this queue.
    function Queue:setHandler(newHandler)
        self.handler = newHandler
    end

    -- Pushes a new cid onto the tail of this queue.
    function Queue:push(cid)
        if(isPlayer(cid)) then
            table.insert(self.customers, cid)
        end
    end

    -- Returns true if the given cid is already in the queue.
    function Queue:isInQueue(cid)
        return (isInArray(self.customers, cid))
    end

    -- Removes and returns the first cid from the queue
    function Queue:pop()
        return table.remove(self.customers, 1)
    end

    -- Returns the first cid in the queue, but does not remove it!
    function Queue:peek()
        return self.customers[1]
    end

    -- Returns true if htis queue is empty.
    function Queue:empty()
        return(self:peek() == nil)
    end

    -- Returns the amount of players currently in the queue.
    function Queue:getSize()
        return table.maxn(self.customers)
    end

    -- Returns true if the creature with the given cid can be greeted by this npc.
    function Queue:canGreet(cid)
        if(isPlayer(cid)) then
            return self.handler:isInRange(cid)
        else
            return false
        end
    end

    -- Greets the player with the given cid.
    function Queue:greet(cid)
        if(self.handler ~= nil) then
            self.handler:greet(cid)
        else
            error('No handler assigned to queue!')
        end
    end

    -- Makes sure the next greetable player in the queue is greeted.
    function Queue:greetNext()
        while (not self:empty()) do
            local nextPlayer = self:pop()
            if(self:canGreet(nextPlayer)) then
                if(callback == nil or callback(nextPlayer)) then
                    self:greet(nextPlayer)
                    return true
                end
            end
        end
        return false
    end
end

 

Qualquer coisa não for esses arquivos me avisa que enviu outro então.

 

Agradeço muito se puder me ajudar nisso. Fica com Deus!

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Qual versão do teu servidor?(Não se é 8.60), mas a do teu distro.

-"Supra Omnes Lux Lucis"

- Acima de todos brilha a Luz -

5VGnDyBz.png

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A versão do distro é 0.7.5 Max

 

Queria achar uma versão 4.0 sem bugs mais é dificil dimais. =/

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A versão do distro é 0.7.5 Max

 

Queria achar uma versão 4.0 sem bugs mais é dificil dimais. =/

 

Eu tenho um TFS 0.4.0(8.60) que eu uso só pra fazer testes, não ví nenhum problema com ele.

-"Supra Omnes Lux Lucis"

- Acima de todos brilha a Luz -

5VGnDyBz.png

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Pow mano se você poder disponibiliza-lo eu facarei muito grato mesmo! D=

 

Sério todos que achei até agora ficaram com problemas. =/

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UP@ ainda estou precisando resolver isso =/

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