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Olá pessoal do TK.

 

To com um problema aqui de NPC, que é o seguinte:

Quando vendo itens de quantidade ex: cyclops toe, arrows, empty vials etc.. o NPC compra normalmente, mas...

Isso não acontece com itens que NÃO juntam, como leather armor, leather helmet etc...

 

O erro que o console me aponta é o seguinte:

 

[14/07/2015 16:11:17] [Error - Npc interface] 
[14/07/2015 16:11:17] (Unknown script file)
[14/07/2015 16:11:17] Description: 
[14/07/2015 16:11:17] data/npc/lib/npcsystem/modules.lua:1234: bad argument #2 to 'error' (number expected, got string)
[14/07/2015 16:11:17] stack traceback:
[14/07/2015 16:11:17] [C]: in function 'error'
[14/07/2015 16:11:17] data/npc/lib/npcsystem/modules.lua:1234: in function 'callbackOnSell'
[14/07/2015 16:11:18] data/npc/lib/npcsystem/npchandler.lua:265: in function 'processModuleCallback'
[14/07/2015 16:11:18] data/npc/lib/npcsystem/npchandler.lua:450: in function 'onSell'
[14/07/2015 16:11:18] data/npc/lib/npcsystem/modules.lua:1296: in function <data/npc/lib/npcsystem/modules.lua:1295>
 
O que poderia ser? o NPC só tem configurações no XML, o arquivo LUA dele é o default.

 

 

 

 

Agradeço a atenção de todos, muito obrigado!

 

 

Edit: Aproveitando, se alguém puder me recomendar um OTServ cuja distro seja instável, eu agradeço muito! Pois o que eu baixei funcionou bem, mas ainda contém bugs como esse, não tem uma função para juntar os golds, não consigo fazer funcionar scripts que funcionam bem em outros OTs como no meu post sobre onKill, o que eu particularmente acho estranho. As vezes, meu servidor fecha pelo fato do sistema win7 alertar que parou de funcionar...

Editado por longhart (veja o histórico de edições)
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 data/npc/lib/npcsystem/modules.lua

poste.

                              _
                          .-'` `}
                  _./)   /       }
                .'o   \ |       }
                '.___.'`.\    {`
                /`\_/  , `.    }                                      ME DA UMA NOZ!
                \=' .-'   _`\  {
                 `'`;/      `,  }
                    _\   @   ;  }
                   /__`;-...'--'

Cluck!

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 data/npc/lib/npcsystem/modules.lua

poste.

 

Ta aqui, é bem grande:

Obrigado por tentar ajudar Snowsz!

 

 

-- 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
module.npcHandler:say('I can only allow premium players to travel there.', cid)
end
 
module.npcHandler:resetNpc()
return true
end
 
-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
function TravelModule.onDecline(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)
module.npcHandler:resetNpc()
return true
end
 
function TravelModule.bring(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
if((isPlayerPremiumCallback(cid) or not parameters.premium) and not isPlayerPzLocked(cid) and doPlayerRemoveMoney(cid, parameters.cost)) then
module.npcHandler:say('Sure!', cid)
module.npcHandler:releaseFocus(cid)
 
doTeleportThing(cid, parameters.destination, false)
doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)
end
 
module.npcHandler:releaseFocus(cid)
return true
end
 
function TravelModule.listDestinations(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local msg = nil
for _, destination in ipairs(module.destinations) do
if(msg ~= nil) then
msg = msg .. ", "
else
msg = ""
end
 
msg = msg .. "{" .. destination .. "}"
end
 
module.npcHandler:say(msg .. ".", cid)
module.npcHandler:resetNpc()
return true
end
 
OutfitModule = {
npcHandler = nil,
outfits = nil,
yesNode = nil,
noNode = nil,
}
-- Add it to the parseable module list.
Modules.parseableModules['module_outfit'] = OutfitModule
 
function OutfitModule:new()
if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == nil) then
return nil
end
 
local obj = {}
setmetatable(obj, self)
self.__index = self
return obj
end
 
function OutfitModule:init(handler)
self.npcHandler = handler
self.yesNode = KeywordNode:new(SHOP_YESWORD, OutfitModule.onConfirm, {module = self})
self.noNode = KeywordNode:new(SHOP_NOWORD, OutfitModule.onDecline, {module = self})
 
self.outfits = {}
end
 
-- Parses all known parameters.
function OutfitModule:parseParameters()
local ret = NpcSystem.getParameter('outfits')
if(ret ~= nil) then
self:parseKeywords(ret)
for _, word in ipairs({'outfits', 'addons'}) do
self.npcHandler.keywordHandler:addKeyword({word}, OutfitModule.listOutfits, {module = self})
end
end
end
 
function OutfitModule:parseKeywords(data)
local n = 1
for outfit in string.gmatch(data, '[^;]+') do
local i, keywords = 1, {}
for tmp in string.gmatch(outfit, '[^,]+') do
table.insert(keywords, tmp)
i = i + 1
end
 
if(i > 0) then
local ret = NpcSystem.getParameter('outfit' .. n)
if(ret ~= nil) then
self:parseList(keywords, ret)
else
print('[Warning] NpcSystem:', 'Missing \'outfit' .. n .. '\' parameter, skipping...')
end
else
print('[Warning] NpcSystem:', 'No keywords found for outfit set #' .. n .. ', skipping...')
end
 
n = n + 1
end
end
 
function OutfitModule:parseList(keywords, data)
local outfit, items = nil, {}
for list in string.gmatch(data, '[^;]+') do
local a, b, c, d, e = nil, nil, nil, nil, 1
for tmp in string.gmatch(list, '[^,]+') do
if(e == 1) then
a = tmp
elseif(e == 2) then
b = tmp
elseif(e == 3) then
c = tmp
elseif(e == 4) then
d = tmp
else
print('[Warning] NpcSystem:', 'Unknown parameter found in outfit list while parsing ' .. (outfit == nil and 'outfit' or 'item') .. '.', tmp, list)
end
 
e = e + 1
end
 
if(outfit == nil) then
outfit = {tonumber(a), tonumber(b), getBooleanFromString©, d}
elseif(a ~= nil) then
local tmp = tonumber(a)
if((tmp ~= nil or tostring(a) == "money") and b ~= nil and c ~= nil) then
a = tmp or 20000
tmp = tonumber(d)
if(tmp == nil) then
tmp = -1
end
 
items[a] = {b, tmp, c}
else
print('[Warning] NpcSystem:', 'Missing parameter(s) for outfit items.', b, c, d)
end
else
print('[Warning] NpcSystem:', 'Missing base parameter for outfit items.', a)
end
end
 
if(type(outfit) == 'table') then
local tmp = true
for i = 1, 2 do
if(outfit == nil) then
tmp = false
break
end
end
 
if(tmp and table.maxn(items) > 0) then
self:addOutfit(keywords, outfit, items)
else
print('[Warning] NpcSystem:', 'Invalid outfit, addon or empty items pool.', data)
end
end
end
 
function OutfitModule:addOutfit(keywords, outfit, items)
table.insert(self.outfits, keywords[1])
local parameters = {
outfit = outfit[1],
addon = outfit[2],
premium = outfit[3],
gender = nil,
items = items,
module = self
}
 
if(outfit[4] ~= nil) then
local tmp = string.lower(tostring(outfit[5]))
if(tmp == 'male' or tmp == '1') then
parameters.gender = 1
elseif(tmp == 'female' or tmp == '0') then
parameters.gender = 0
end
end
 
for i, name in pairs(keywords) do
local words = {}
table.insert(words, name)
 
local node = self.npcHandler.keywordHandler:addKeyword(words, OutfitModule.obtain, parameters)
node:addChildKeywordNode(self.yesNode)
node:addChildKeywordNode(self.noNode)
end
end
 
function OutfitModule.obtain(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local i, items, size = 0, nil, table.maxn(parameters.items)
for k, v in pairs(parameters.items) do
if(v[1] ~= "storageset") then
i = i + 1
if(items ~= nil) then
if(i == size) then
items = items .. " and "
else
items = items .. ", "
end
else
items = ""
end
 
if(tonumber(v[1]) ~= nil and tonumber(v[1]) > 1) then
items = items .. v[1] .. " "
end
 
items = items .. v[3]
end
end
 
module.npcHandler:say('Do you want ' .. keywords[1] .. ' ' .. (addon == 0 and "outfit" or "addon") .. ' for ' .. items .. '?', cid)
return true
 
end
 
function OutfitModule.onConfirm(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local parent = node:getParent():getParameters()
if(isPlayerPremiumCallback(cid) or not parent.premium) then
if(not OUTFITMODULE_FUNCTION[2](cid, parent.outfit, parent.addon)) then
if(parent.addon == 0 or OUTFITMODULE_FUNCTION[2](cid, parent.outfit)) then
if(parent.gender == nil or parent.gender == getPlayerSex(cid)) then
local found = true
for k, v in pairs(parent.items) do
local tmp = tonumber(v[1])
if(tmp == nil) then
if(v[1] == "storagecheck") then
if(getCreatureStorage(cid, k) < v[2]) then
found = false
end
elseif(v[1] == "outfitid") then
if(not canPlayerWearOutfitId(cid, k, v[2])) then
found = false
end
elseif(v[1] == "outfit") then
if(not canPlayerWearOutfit(cid, k, v[2])) then
found = false
end
else
found = false
end
elseif(k == 20000) then
if(getPlayerMoney(cid) < tmp) then
found = false
end
elseif(getPlayerItemCount(cid, k, v[2]) < tmp) then
found = false
end
 
if(not found) then
break
end
end
 
if(found) then
for k, v in pairs(parent.items) do
if(tonumber(v[1]) ~= nil) then
if(k == 20000) then
doPlayerRemoveMoney(cid, v[1])
else
doPlayerRemoveItem(cid, k, v[1], v[2])
end
elseif(v[1] == "storageset") then
doCreatureSetStorage(cid, k, v[2])
end
end
 
module.npcHandler:say('It was a pleasure to dress you.', cid)
OUTFITMODULE_FUNCTION[1](cid, parent.outfit, parent.addon)
doPlayerSetStorageValue(cid, parent.storageId, storage)
else
module.npcHandler:say('You don\'t have these items!', cid)
end
else
module.npcHandler:say('Sorry, this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. ' is not for your gender.', cid)
end
else
module.npcHandler:say('I will not dress you with addon of outfit you cannot wear!', cid)
end
else
module.npcHandler:say('You alrady have this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. '!', cid)
end
else
module.npcHandler:say('Sorry, I dress only premium players.', cid)
end
 
module.npcHandler:resetNpc()
return true
end
 
-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
function OutfitModule.onDecline(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)
module.npcHandler:resetNpc()
return true
end
 
function OutfitModule.listOutfits(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local msg, size = nil, table.maxn(module.outfits)
if(size > 0) then
for i, outfit in ipairs(module.outfits) do
if(msg ~= nil) then
if(i == size) then
msg = msg .. " and "
else
msg = msg .. ", "
end
else
msg = "I can dress you into "
end
 
msg = msg .. "{" .. outfit .. "}"
end
else
msg = "Sorry, I have nothing to offer right now."
end
 
module.npcHandler:say(msg .. ".", cid)
module.npcHandler:resetNpc()
return true
end
 
ShopModule = {
npcHandler = nil,
yesNode = nil,
noNode = nil,
noText = '',
maxCount = 100,
amount = 0
}
 
-- Add it to the parseable module list.
Modules.parseableModules['module_shop'] = ShopModule
 
-- Creates a new instance of ShopModule
function ShopModule:new()
local obj = {}
setmetatable(obj, self)
self.__index = self
return obj
end
 
-- Parses all known parameters.
function ShopModule:parseParameters()
local ret = NpcSystem.getParameter('shop_buyable')
if(ret ~= nil) then
self:parseBuyable(ret)
end
 
local ret = NpcSystem.getParameter('shop_sellable')
if(ret ~= nil) then
self:parseSellable(ret)
end
 
local ret = NpcSystem.getParameter('shop_buyable_containers')
if(ret ~= nil) then
self:parseBuyableContainers(ret)
end
end
 
-- Parse a string contaning a set of buyable items.
function ShopModule:parseBuyable(data)
for item in string.gmatch(data, '[^;]+') do
local i, name, itemid, cost, subType, realName = 1, nil, nil, nil, nil, nil
for 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)
local v = getItemInfo(itemid)
if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
local item = {
id = itemid,
buy = -1,
sell = cost,
subType = ((v.charges > 0 and v.stackable) and v.charges or 0),
name = realName or v.name
}
 
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 v.name
}
 
for i, name in pairs(names) do
local keywords = {}
table.insert(keywords, 'sell')
table.insert(keywords, name)
 
local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
node:addChildKeywordNode(self.yesNode)
node:addChildKeywordNode(self.noNode)
end
end
end
 
-- onModuleReset callback function. Calls ShopModule:reset()
function ShopModule:callbackOnModuleReset()
self:reset()
return true
end
 
-- Callback onBuy() function. If you wish, you can change certain Npc to use your onBuy().
function ShopModule:callbackOnBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local shopItem = nil
for _, item in ipairs(self.npcHandler.shopItems) do
if(item.id == itemid and item.subType == subType) then
shopItem = item
break
end
end
 
if(shopItem == nil) then
error("[shopModule.onBuy]", "Item not found on shopItems list")
return false
end
 
if(shopItem.buy == -1) then
error("[shopModule.onSell]", "Attempt to purchase an item which only sellable")
return false
end
 
local backpack, totalCost = 1988, amount * shopItem.buy
if(inBackpacks) then
totalCost = totalCost + (math.max(1, math.floor(amount / getContainerCapById(backpack))) * 20)
end
 
local parseInfo = {
[TAG_PLAYERNAME] = getPlayerName(cid),
[TAG_ITEMCOUNT] = amount,
[TAG_TOTALCOST] = totalCost,
[TAG_ITEMNAME] = shopItem.name
}
 
if(getPlayerMoney(cid) < totalCost) then
local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY)
doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))
return false
end
 
local subType = shopItem.subType or 1
local a, b = doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack)
if(a < amount) then
local msgId = MESSAGE_NEEDMORESPACE
if(a == 0) then
msgId = MESSAGE_NEEDSPACE
end
 
local msg = self.npcHandler:getMessage(msgId)
parseInfo[TAG_ITEMCOUNT] = a
 
doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.npcHandler.talkStart[cid] = os.time()
else
self.npcHandler.talkStart = os.time()
end
 
if(a > 0) then
doPlayerRemoveMoney(cid, ((a * shopItem.buy) + (b * 20)))
return true
end
 
return false
end
 
local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT)
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, self.npcHandler:parseMessage(msg, parseInfo))
 
doPlayerRemoveMoney(cid, totalCost)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.npcHandler.talkStart[cid] = os.time()
else
self.npcHandler.talkStart = os.time()
end
 
return true
end
 
-- Callback onSell() function. If you wish, you can change certain Npc to use your onSell().
function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local shopItem = nil
for _, item in ipairs(self.npcHandler.shopItems) do
if(item.id == itemid and item.subType == subType) then
shopItem = item
break
end
end
 
if(shopItem == nil) then
error("[shopModule.onBuy]", "Item not found on shopItems list")
return false
end
 
if(shopItem.sell == -1) then
error("[shopModule.onSell]", "Attempt to sell an item which is only buyable")
return false
end
 
local parseInfo = {
[TAG_PLAYERNAME] = getPlayerName(cid),
[TAG_ITEMCOUNT] = amount,
[TAG_TOTALCOST] = amount * shopItem.sell,
[TAG_ITEMNAME] = shopItem.name
}
 
if(subType < 1 or getItemInfo(itemid).stackable) then
subType = -1
end
 
if(doPlayerRemoveItem(cid, itemid, amount, subType)) then
local msg = self.npcHandler:getMessage(MESSAGE_SOLD)
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, self.npcHandler:parseMessage(msg, parseInfo))
 
doPlayerAddMoney(cid, amount * shopItem.sell)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.npcHandler.talkStart[cid] = os.time()
else
self.npcHandler.talkStart = os.time()
end
 
return true
end
 
local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM)
doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.npcHandler.talkStart[cid] = os.time()
else
self.npcHandler.talkStart = os.time()
end
 
return false
end
 
-- Callback for requesting a trade window with the NPC.
function ShopModule.requestTrade(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
if(table.maxn(module.npcHandler.shopItems) == 0) then
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_NOSHOP), parseInfo)
 
module.npcHandler:say(msg, cid)
return true
end
 
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_SENDTRADE), parseInfo)
openShopWindow(cid, module.npcHandler.shopItems,
function(cid, itemid, subType, amount, ignoreCap, inBackpacks)
module.npcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
end,
function(cid, itemid, subType, amount, ignoreCap, inBackpacks)
module.npcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
end
)
 
module.npcHandler:say(msg, cid)
return true
end
 
-- onConfirm keyword callback function. Sells/buys the actual item.
function ShopModule.onConfirm(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local parentParameters = node:getParent():getParameters()
local parseInfo = {
[TAG_PLAYERNAME] = getPlayerName(cid),
[TAG_ITEMCOUNT] = module.amount,
[TAG_TOTALCOST] = parentParameters.cost * module.amount,
[TAG_ITEMNAME] = parentParameters.realName
}
 
if(parentParameters.eventType == SHOPMODULE_SELL_ITEM) then
local ret = doPlayerSellItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount)
if(ret) then
local msg = module.npcHandler:getMessage(MESSAGE_ONSELL)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
else
local msg = module.npcHandler:getMessage(MESSAGE_MISSINGITEM)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
end
elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then
local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
if(ret) then
if parentParameters.itemid == ITEM_PARCEL then
doPlayerBuyItem(cid, ITEM_LABEL, module.amount, 0, parentParameters.subType)
end
local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
else
local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
end
elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
local ret = doPlayerBuyItemContainer(cid, parentParameters.container, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
if(ret) then
local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
else
local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
end
end
 
module.npcHandler:resetNpc()
return true
end
 
-- onDecliune keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
function ShopModule.onDecline(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local parentParameters = node:getParent():getParameters()
local parseInfo = {
[TAG_PLAYERNAME] = getPlayerName(cid),
[TAG_ITEMCOUNT] = module.amount,
[TAG_TOTALCOST] = parentParameters.cost * module.amount,
[TAG_ITEMNAME] = parentParameters.realName
}
 
local msg = module.npcHandler:parseMessage(module.noText, parseInfo)
module.npcHandler:say(msg, cid)
module.npcHandler:resetNpc()
return true
end
 
-- tradeItem callback function. Makes the npc say the message defined by MESSAGE_BUY or MESSAGE_SELL
function ShopModule.tradeItem(cid, message, keywords, parameters, node)
local module = parameters.module
if(not module.npcHandler:isFocused(cid)) then
return false
end
 
local count = module:getCount(message)
module.amount = count
local parseInfo = {
[TAG_PLAYERNAME] = getPlayerName(cid),
[TAG_ITEMCOUNT] = module.amount,
[TAG_TOTALCOST] = parameters.cost * module.amount,
[TAG_ITEMNAME] = parameters.realName
}
 
if(parameters.eventType == SHOPMODULE_SELL_ITEM) then
local msg = module.npcHandler:getMessage(MESSAGE_SELL)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then
local msg = module.npcHandler:getMessage(MESSAGE_BUY)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
elseif(parameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
local msg = module.npcHandler:getMessage(MESSAGE_BUY)
msg = module.npcHandler:parseMessage(msg, parseInfo)
module.npcHandler:say(msg, cid)
end
 
return true
end
end
 

 

Isso faz parte do sistema jiddo certo? qualquer coisa me passa o seu modules ^^

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      Em alguns casos, o tibia 8.60 comum não abre de jeito nenhum no map editor, mesmo desmarcando check file signatures e configurando o path corretamente.
       
      Este é o client 8.60 adaptado para o Remere's Map Editor. Resolvi postar já que ele foi removido do site oficial do RME. (ficou apenas a versão para linux lá)
      Se estiver tendo problemas para abrir a versão 8.60, tente utilizar este.
                                                                                                                     
      Baixar o Tibia Client 8.60 que funciona no Remere’s Map Editor
      Essa versão do Tibia 8.60 client resolve o erro unsupported client version ou Could not locate tibia.dat and/or tibia.spr, please navigate to your tibia 8.60 installation folder.
       
      Downloads
      https://tibiaking.com/applications/core/interface/file/attachment.php?id=47333

      Scan: https://www.virustotal.com/gui/file/333e172ac49ba2028db9eb5889994509e7d2de28ebccfa428c04e86defbe15cc
       
    • Por danilo belato
      Fala Galera To Com um problema aki 
       
      quero exporta umas sprites de um server para colocar em outro 
       
      eu clico na sprites ai aparece tds a forma delas do lado de la >>
       
      ai eu clico nela e ponho a opiçao de export mais quando salvo a sprite ela n abri 
       
      aparece isso quando tento vê-la 
       
      visualização não disponível ( no formatos png e bitmap)
       
      Agora no formato idc fala que o paint n pode ler 
       
      me ajudem ae...
    • Por Vitor Bicaleto
      Galera to com o script do addon doll aqui, quando eu digito apenas "!addon" ele aparece assim: Digite novamente, algo está errado!"
      quando digito por exemplo: "!addon citizen" ele não funciona e não da nenhum erro
       
      mesma coisa acontece com o mount doll.. 
    • Por Ayron5
      Substitui uma stone no serve, deu tudo certo fora  esse  erro ajudem  Valendo  Rep+  Grato  

      Erro: data/actions/scripts/boost.lua:557: table index is nil
       [Warning - Event::loadScript] Cannot load script (data/actions/scripts/boost.lua)

      Script:
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