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(Resolvido)NPC Barco , Viajar PK , PZ Battle ou Normal


Ir para solução Resolvido por Micheel15,

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@xWhiteWolf, @KotZletY, @marcot

 

Galera estou com uma Duvida Imensa sobre esse Script,

estou procurando montar um NPC barco que funcione no estilo do 7.4

no caso na hora de viajar eu não quero que o NPC check se o player está PK, PZ, Battle

quero apenas que fale com o NPC e ele teleporte para outra cidade, mesmo que o player esteja PK,  PZ, Battle, 

alguem poderia me ajuda ?

 

USO OTX servidor 8.6

 

fucei nos Modules no NPC axei algo envolvendo Pzlock, mais não sei bem se ali é a parte correta

alguem poderia me dar uma luz ?

 

estou tentando fazer com esse script abaixo : 

 

Spoiler

local focus = 0
local talk_start = 0
local target = 0
local following = false
local attacking = false

function onThingMove(creature, thing, oldpos, oldstackpos)

end


function onCreatureAppear(creature)

end


function onCreatureDisappear(cid, pos)
  	if focus == cid then
          selfSay('Tchau então.')
          focus = 0
          talk_start = 0
  	end
end


function onCreatureTurn(creature)

end


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


function onCreatureSay(cid, type, msg)
  	msg = string.lower(msg)

  	if (msgcontains(msg, 'hi') and (focus == 0)) and getDistanceToCreature(cid) < 5 then
		if isPremium(cid) then
			selfSay('Olá ' .. creatureGetName(cid) .. 'Eu posso te levar para a Infernus City, Diga {infernus}. Isto ira te custar 100k?')
			focus = cid
			talk_start = os.clock()
		else
			selfSay('Desculpe, somente premiuns podem viajar nesse barco.')
			focus = 0
			talk_start = 0
		end
  	elseif msgcontains(msg, 'hi') and (focus ~= cid) and getDistanceToCreature(cid) < 5 then
  		selfSay('Desculpe, ' .. creatureGetName(cid) .. '! Converso com você em um estante.')

  	elseif focus == cid then
		talk_start = os.clock()

		elseif msgcontains(msg, 'mordor') then
			if getPlayerLevel(cid) > 420 or getPlayerLevel(cid) < 419 then
			if getPlayerVocation(cid) <1  or getPlayerVocation(cid) > 8 then
				selfSay('Desculpe, Somente Promotion\'s podem ter acesso a Infernus!')
				talk_state = 0
			else
				selfSay('Você deseja viajar para Infernus por 100000 moedas de ouro?')
				talk_state = 1
			end

		elseif talk_state == 1 then
			if msgcontains(msg, 'yes') then
				if pay(cid,100000) then
				travel(cid, 250, 2328, 7)
				selfSay('Que rude!')
				else
					selfSay('Desculpe, você não tem dinheiro suficiente.')
				end
 			end
			talk_state = 0

			elseif msgcontains(msg, 'hi') then
			selfSay('Olá ' .. creatureGetName(cid) .. ' ?')

			elseif msgcontains(msg, 'travel') then
			selfSay('Eu posso te levar para a Infernus City, Diga {infernus}. Isto ira te custar 100k.')	
			
		elseif msgcontains(msg, 'bye') and getDistanceToCreature(cid) < 4 then
			selfSay('Tchau, ' .. creatureGetName(cid) .. '!')
			focus = 0
			talk_start = 0
		end
	end
end


function onCreatureChangeOutfit(creature)

end


function onThink()
 	doNpcSetCreatureFocus(focus)
 if (os.clock() - talk_start) > 30 then
  		if focus > 0 then
  			selfSay('Próximo Porfavor...!')
  		end
  			focus = 0
  	end
 	if focus ~= 0 then
 		if getDistanceToCreature(focus) > 5 then
 			selfSay('Tchau então.')
 			focus = 0
 		end
 	end
end

 

 

 

só que ao ligar o servidor me deparo com esse erro, imagem abaixo : 

 

 

erro npc.jpg

Editado por Micheel15 (veja o histórico de edições)
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Onde tem 

creatureGetName(cid)

Use |PLAYERNAME|
 

Feliz daquele que ensina o que sabe, e aprende o que ensina.

 

               

star-wars-animated-gif-23.gif

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@lordzetros, quando coloco isso  e dou reload no npc

ta retornando esses erros a cada 1 segundo

imagem abaixo : 

 

bu.jpg

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Posta o código novamente após as modificações, por gentileza.
Edit: Eu cometi um engano, na parte do script em si, em que você está trabalhando, não pode usar |PLAYERNAME|, fui dá uma olhada no código e percebi que, a função creatureGetName, na verdade sempre vai retornar nulo, pois a mesma é getCreatureName(cid), e não dá forma que estava no script. Teste aí e me informe como que ficou, @Micheel15

Editado por lordzetros (veja o histórico de edições)

Feliz daquele que ensina o que sabe, e aprende o que ensina.

 

               

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@lordzetrosentão, eu falo Hi agora ele responde, mais quando falo o destino ele não me leva eu não fala mais nada, e por incrivel que pareça, não da nenhum erro na distro

eu estou tentando fazer um NPC de barco, mais que eu consiga viajar com PK, Battle, resumindo viajar de qualquer jeito !

se você puder me ajudar.

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agora está aparecendo isso, quando eu falo "HI" para o npc do barcoo não da erro nenhum, em seguida quando vou falar o destino, ele da um erro na distro, vou postar meu script abaixo, e o erro que aparece, lembrando que uso distro OTX 8.6

 

Spoiler

barco.lua

 


local focus = 0
local talk_start = 0
local target = 0
local following = false
local attacking = false

function onThingMove(creature, thing, oldpos, oldstackpos)

end


function onCreatureAppear(creature)

end


function onCreatureDisappear(cid, pos)
  	if focus == cid then
          selfSay('Tchau então.')
          focus = 0
          talk_start = 0
  	end
end


function onCreatureTurn(creature)

end


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


function onCreatureSay(cid, type, msg)
  	msg = string.lower(msg)

  	if (msgcontains(msg, 'hi') and (focus == 0)) and getDistanceToCreature(cid) < 5 then
		if isPremium(cid) then
			selfSay('Olá ' .. getCreatureName(cid) .. ' Eu posso te levar para a Infernus City, Diga {infernus}. Isto ira te custar 100k?')
			focus = cid
			talk_start = os.clock()
		else
			selfSay('Desculpe, somente premiuns podem viajar nesse barco.')
			focus = 0
			talk_start = 0
		end
  	elseif msgcontains(msg, 'hi') and (focus ~= cid) and getDistanceToCreature(cid) < 5 then
  		selfSay('Desculpe, ' .. creatureGetName(cid) .. '! Converso com você em um estante.')

  	elseif focus == cid then
		talk_start = os.clock()

		elseif msgcontains(msg, 'infernus') then
			if getPlayerLevel(cid) > 420 or getPlayerLevel(cid) < 419 then
			if getPlayerVocation(cid) <1  or getPlayerVocation(cid) > 8 then
				selfSay('Desculpe, Somente Promotion\'s podem ter acesso a Infernus!')
				talk_state = 0
			else
				selfSay('Você deseja viajar para Infernus por 100000 moedas de ouro?')
				talk_state = 1
			end

		elseif talk_state == 1 then
			if msgcontains(msg, 'yes') then
				if pay(cid,100000) then
				travel(cid, 250, 2328, 7)
				selfSay('Que rude!')
				else
					selfSay('Desculpe, você não tem dinheiro suficiente.')
				end
 			end
			talk_state = 0

			elseif msgcontains(msg, 'hi') then
			selfSay('Olá ' .. creatureGetName(cid) .. ' ?')

			elseif msgcontains(msg, 'travel') then
			selfSay('Eu posso te levar para a Infernus City, Diga {infernus}. Isto ira te custar 100k.')	
			
		elseif msgcontains(msg, 'bye') and getDistanceToCreature(cid) < 4 then
			selfSay('Tchau, ' .. creatureGetName(cid) .. '!')
			focus = 0
			talk_start = 0
		end
	end
end


function onCreatureChangeOutfit(creature)

end


function onThink()
 	doNpcSetCreatureFocus(focus)
 if (os.clock() - talk_start) > 30 then
  		if focus > 0 then
  			selfSay('Próximo Porfavor...!')
  		end
  			focus = 0
  	end
 	if focus ~= 0 then
 		if getDistanceToCreature(focus) > 5 then
 			selfSay('Tchau então.')
 			focus = 0
 		end
 	end
end

 

 

 

 

 

 

distro.jpg

Editado por Micheel15 (veja o histórico de edições)
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  • 4 months later...

não é mais fácil criar um npc de tibia 8.6 e só reprogramar ele para este tipo de situação?

vodkart_logo.png

[*Ninguém será digno do sucesso se não usar suas derrotas para conquistá-lo.*]

 

DISCORDvodkart#6090

 

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  • Solução

thiago @Vodkart ,  consegui depois de muito quebrar a cabeça, 

mais obrigado mesmo assim pelo comentario

solução que usei foi deixar os modules de NPC, 

dessa maneira 

 

Spoiler

C:\Users\MicheeL\Desktop\Servidor1\data\npc\lib\npcsystem\Modules.lua

 


-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team,
-- Modified by The OTX Server Team.

if(Modules == nil) then
	-- Constants used to separate buying from selling.
	SHOPMODULE_SELL_ITEM = 1
	SHOPMODULE_BUY_ITEM = 2
	SHOPMODULE_BUY_ITEM_CONTAINER = 3

	-- Constants used for shop mode. Notice: addBuyableItemContainer is working on all modes
	SHOPMODULE_MODE_TALK = 1 -- Old system used before Tibia 8.2: sell/buy item name
	SHOPMODULE_MODE_TRADE = 2 -- Trade window system introduced in Tibia 8.2
	SHOPMODULE_MODE_BOTH = 3 -- Both working at one time

	-- Used in shop mode
	SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

	-- Constants used for outfit giving mode
	OUTFITMODULE_FUNCTION_OLD = { doPlayerAddOutfit, canPlayerWearOutfit } -- lookType usage
	OUTFITMODULE_FUNCTION_NEW = { doPlayerAddOutfitId, canPlayerWearOutfitId } -- OutfitId usage

	-- Used in outfit module
	OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW
	if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == nil) then
		OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_OLD
	end

	Modules = {
		parseableModules = {}
	}

	StdModule = {}

	-- These callback function must be called with parameters.npcHandler = npcHandler in the parameters table or they will not work correctly.
	-- Notice: The members of StdModule have not yet been tested. If you find any bugs, please report them to me.
	-- Usage:
		-- keywordHandler:addKeyword({'offer'}, StdModule.say, {npcHandler = npcHandler, text = 'I sell many powerful melee weapons.'})
	function StdModule.say(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.say - Call without any npcHandler instance.')
			return false
		end

		local onlyFocus = (parameters.onlyFocus == nil or parameters.onlyFocus == true)
		if(not npcHandler:isFocused(cid) and onlyFocus) then
			return false
		end

		local parseInfo = {[TAG_PLAYERNAME] = getCreatureName(cid)}
		npcHandler:say(npcHandler:parseMessage(parameters.text or parameters.message, parseInfo), cid, parameters.publicize and true)
		if(parameters.reset) then
			npcHandler:resetNpc(cid)
		elseif(parameters.moveup and type(parameters.moveup) == 'number') then
			npcHandler.keywordHandler:moveUp(parameters.moveup)
		end

		return true
	end

	--Usage:
		-- local node1 = keywordHandler:addKeyword({'promot'}, StdModule.say, {npcHandler = npcHandler, text = 'I can promote you for 20000 brozne coins. Do you want me to promote you?'})
		-- 		node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, promotion = 1, level = 20}, text = 'Congratulations! You are now promoted.')
		-- 		node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, text = 'Alright then, come back when you are ready.'}, reset = true)
	function StdModule.promotePlayer(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.promotePlayer - Call without any npcHandler instance.')
			return false
		end

		if(not npcHandler:isFocused(cid)) then
			return false
		end

		if(isPremium(cid) or not getBooleanFromString(getConfigValue('premiumForPromotion'))) then
			if(getPlayerPromotionLevel(cid) >= parameters.promotion) then
				npcHandler:say('Voce já foi promovido!', cid)
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('Desculpe, mas só posso promovê-lo quando voce atingir o nível ' .. parameters.level .. '.', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
				npcHandler:say('Voce não tem dinheiro suficiente!', cid)
			else
				doPlayerSetPromotionLevel(cid, parameters.promotion)
				npcHandler:say(parameters.text, cid)
			end
		else
			npcHandler:say("Voce precisa de uma conta premium para ser promovido.", cid)
		end

		npcHandler:resetNpc(cid)
		return true
	end

	function StdModule.learnSpell(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.learnSpell - Call without any npcHandler instance.')
			return false
		end

		if(not npcHandler:isFocused(cid)) then
			return false
		end

		if(isPremium(cid) or not(parameters.premium)) then
			if(getPlayerLearnedInstantSpell(cid, parameters.spellName)) then
				npcHandler:say('Voce já conhece esse feitiço.', cid)
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('Voce precisa obter um nível de ' .. parameters.level .. ' ou superior para poder aprender ' .. parameters.spellName .. '.', cid)
			elseif(not parameters.vocation(cid)) then
				npcHandler:say('Este feitiço não é para sua vocação', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.price)) then
				npcHandler:say('Voce não tem dinheiro suficiente, esse feitiço custa ' .. parameters.price .. ' moedas de ouro.', cid)
			else
				npcHandler:say('Voce aprendeu ' .. parameters.spellName .. '.', cid)
				playerLearnInstantSpell(cid, parameters.spellName)
			end
		else
			npcHandler:say('Voce precisa de uma conta premium para comprar ' .. parameters.spellName .. '.', cid)
		end

		npcHandler:resetNpc(cid)
		return true
	end

	function StdModule.bless(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.bless - Call without any npcHandler instance.')
			return false
		end

		if(not getBooleanFromString(getConfigValue('blessings'))) then
			npcHandler:say("Desculpe, mas Deus voltou a minha permissão para abençoar alguém.", cid)
			return false
		end

		if(not npcHandler:isFocused(cid)) then
			return false
		end

		if(isPremium(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(parameters.number > 0) then
				if(getPlayerBlessing(cid, parameters.number)) then
					npcHandler:say("Deuses já te abençoaram com esta bênção!", cid)
				elseif(not doPlayerRemoveMoney(cid, price)) then
					npcHandler:say("Voce não tem dinheiro suficiente para abençoar.", cid)
				else
					npcHandler:say("Voce foi abençoado por um dos cinco deuses!", cid)
					doPlayerAddBlessing(cid, parameters.number)
				end
			else
				if(getPlayerPVPBlessing(cid)) then
					npcHandler:say("Deuses já abençoaram voce com essa bênção!", cid)
				elseif(not doPlayerRemoveMoney(cid, price)) then
					npcHandler:say("Voce não tem dinheiro suficiente para abençoar.", cid)
				else
					local any = false
					for i = 1, 5 do
						if(getPlayerBlessing(cid, i)) then
							any = true
							break
						end
					end

					if(any) then
						npcHandler:say("Voce foi abençoado pelo deus da guerra!", cid)
						doPlayerSetPVPBlessing(cid)
					else
						npcHandler:say("Voce precisa ser abençoado por pelo menos um deus para obter essa bênção.", cid)
					end
				end
			end
		else
			npcHandler:say('Voce precisa de uma conta premium para ser abençoado.', cid)
		end

		npcHandler:resetNpc(cid)
		return true
	end

	function StdModule.travel(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'StdModule.travel - Call without any npcHandler instance.')
			return false
		end

		if(not npcHandler:isFocused(cid)) then
			return false
		end

		local storage, pzLocked = parameters.storageValue or (EMPTY_STORAGE + 1), parameters.allowLocked or false
		if(parameters.premium and not isPremium(cid)) then
			npcHandler:say('Desculpe, mas voce precisa de uma conta premium para poder viajar a bordo de nossos navios.', cid)
		elseif(parameters.level ~= nil and getPlayerLevel(cid) < parameters.level) then
			npcHandler:say('Voce deve alcançar o nível ' .. parameters.level .. ' antes que eu possa deixar voce ir lá.', cid)
		elseif(parameters.storageId ~= nil and getPlayerStorageValue(cid, parameters.storageId) < storage) then
			npcHandler:say(parameters.storageInfo or 'Voce não pode viajar para lá ainda!', cid)
		elseif(not pzLocked and isPlayerPzLocked(cid)) then
			npcHandler:say('Primeiro, livre-se do seu PK! Voce não vai estragar meu veículo todo sujo de sangue!', cid)
		elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
			npcHandler:say('Voce não tem dinheiro suficiente.', cid)
		else
			npcHandler:say('Coloque as velas!', cid)
			npcHandler:releaseFocus(cid)

			doTeleportThing(cid, parameters.destination, false)
			doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)
		end

		npcHandler:resetNpc(cid)
		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)
		parameters.module.npcHandler:resetNpc(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 - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'Parameter \'' .. 'keyword_reply' .. n .. '\' missing. Skipping...')
				end
			else
				print('[Warning - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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('Voce quer viajar para ' .. keywords[1] .. ' por ' .. parameters.cost .. ' moedas de ouro?', 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(isPremium(cid) or not parent.premium) then
				if(doPlayerRemoveMoney(cid, parent.cost)) then
					module.npcHandler:say('Coloque as velas!', cid)
					module.npcHandler:releaseFocus(cid)

					doTeleportThing(cid, parent.destination, true)
					doSendMagicEffect(parent.destination, CONST_ME_TELEPORT)
				else
					module.npcHandler:say('Voce não tem dinheiro suficiente.', cid)
				end
		else
			module.npcHandler:say('Desculpe, mas voce precisa de uma conta premium para poder viajar a bordo de nossos navios.', cid)
		end

		module.npcHandler:resetNpc(cid)
		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(cid)
		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((isPremium(cid) or not parameters.premium) and not isPlayerPzLocked(cid) and doPlayerRemoveMoney(cid, parameters.cost)) then
			module.npcHandler:say('Ajuste as velas!', 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(cid)
		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 - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'Missing \'outfit' .. n .. '\' parameter, skipping...')
				end
			else
				print('[Warning - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'Missing parameter(s) for outfit items.', b, c, d)
				end
			else
				print('[Warning - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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(isPremium(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 already 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(cid)
		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(cid)
		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(cid)
		return true
	end

	ShopModule = {
		npcHandler = nil,
		yesNode = nil,
		noNode = nil,
		noText = '',
		maxCount = 100,
		amount = 0
	}

	-- Add it to the parseable module list.
	Modules.parseableModules['module_shop'] = ShopModule

	-- Creates a new instance of ShopModule
	function ShopModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Parses all known parameters.
	function ShopModule:parseParameters()
		local ret = NpcSystem.getParameter('shop_buyable')
		if(ret ~= nil) then
			self:parseBuyable(ret)
		end

		local ret = NpcSystem.getParameter('shop_sellable')
		if(ret ~= nil) then
			self:parseSellable(ret)
		end

		local ret = NpcSystem.getParameter('shop_buyable_containers')
		if(ret ~= nil) then
			self:parseBuyableContainers(ret)
		end
	end

	-- Parse a string contaning a set of buyable items.
	function ShopModule:parseBuyable(data)
		for item in string.gmatch(data, '[^;]+') do
			local i, name, itemid, cost, subType, realName = 1, nil, nil, nil, nil, nil
			for tmp in string.gmatch(item, '[^,]+') do
				if(i == 1) then
					name = tmp
				elseif(i == 2) then
					itemid = tonumber(tmp)
				elseif(i == 3) then
					cost = tonumber(tmp)
				elseif(i == 4) then
					subType = tonumber(tmp)
				elseif(i == 5) then
					realName = tmp
				else
					print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'Unknown parameter found in buyable items parameter.', tmp, item)
				end

				i = i + 1
			end

			if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
				if(itemid ~= nil and cost ~= nil) then
					if(isItemFluidContainer(itemid) and subType == nil) then
						print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'SubType missing for parameter item:', item)
					else
						self:addBuyableItem(nil, itemid, cost, subType, realName)
					end
				else
					print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
				end
			elseif(name ~= nil and itemid ~= nil and cost ~= nil) then
				if(isItemFluidContainer(itemid) and subType == nil) then
					print('[Warning - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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(isItemFluidContainer(itemid) and subType == nil) then
					print('[Warning - ' .. getCreatureName(getNpcId()) .. '] 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 - ' .. getCreatureName(getNpcId()) .. '] 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 0 and 1 (depending on shop mode)
	--	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(type(subType) == 'string' and realName == nil) then
			realName = subType
			subType = nil
		end

		local v = getItemInfo(itemid)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			local item = {
				id = itemid,
				buy = cost,
				sell = -1,
				subType = tonumber(subType) or (v.charges > 0 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 or shopItem.subType == 0)) then
					if(item.sell ~= shopItem.sell) then
						item.sell = shopItem.sell
					end

					self.npcHandler.shopItems[i] = 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 v.name,
				subType = tonumber(subType) or (v.charges > 0 and v.charges 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 v = getItemInfo(itemid)
			local parameters = {
				container = container,
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_BUY_ITEM_CONTAINER,
				module = self,
				realName = realName or v.name,
				subType = tonumber(subType) or (v.charges > 0 and v.charges 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[i] = 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
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'ShopModule.onBuy - Item not found on shopItems list')
			return false
		end

		if(shopItem.buy == -1) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'ShopModule.onBuy - Attempt to purchase an item which only sellable')
			return false
		end

		if(amount <= 0) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'ShopModule.onBuy - Attempt to purchase ' .. amount .. ' items')
			return false
		end

		local subType, count = shopItem.subType or 0, amount
		local backpack, backpackPrice, totalCost = 1988, 20, amount * shopItem.buy
		if(inBackpacks) then
			totalCost = totalCost + (math.max(1, math.floor(count / getContainerCapById(backpack))) * backpackPrice)
		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 a, b = doNpcSellItem(cid, itemid, count, 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 * backpackPrice)))
				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, ignoreEquipped, dummy)
		local shopItem = nil
		for _, item in ipairs(self.npcHandler.shopItems) do
			if(item.id == itemid and item.subType == subType) then
				shopItem = item
				break
			end
		end

		if(shopItem == nil) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', 'ShopModule.onSell - Item not found on shopItems list')
			return false
		end

		if(shopItem.sell == -1) then
			print('[Warning - ' .. getCreatureName(getNpcId()) .. '] NpcSystem:', '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, ignoreEquipped)) 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

		local shop = getShopOwner(cid)
		if(shop and shop == getNpcId()) then
			return true
		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)
		addEvent(openShopWindow, 100, 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(cid)
		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(cid)
		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

 

 

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