Ir para conteúdo
  • Cadastre-se

Posts Recomendados

Spoiler

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Salazar" script="data/npc/scripts/default.lua" walkinterval="0" speed="0" walkradius="0" floorchange="0">
<health max="100" now="100"/>
<look type="70"/>
<parameters>
<parameter key="message_greet" value="Olá compro alguns itens, diga {trade} para negociarmos!"/>
<parameter key="message_farewell" value="Ate mais, |PLAYERNAME| Salazar agradece a sua preferencia."/>
<!--SHOP-->
<parameter key="module_shop" value="1"/>
<parameter key="shop_sellable" value="

Moon Backpack,10521,10000;
short sword,2406,10;
wolf tooth chain,2129,100;
halberd, 2381,400;
dark helmet,2490,250;
cyclops trophy,7398,500;
steel shield,2509,80;
longsword,2397,51;
steel helmet,2457,293;
plate legs,2647,115;
broadsword,2413,500;
double axe,2387,260;
wand of inferno,2187,3000;
dragon hammer,2434,2000;
dragon shield,2516,4000;
serpent sword,2409,900;
dragonbone staff,7430,3000;
brass legs,2478,49;
morning star,2394,100;
spellbook,2175,75;
steel shield,2509,80;
two handed sword,2377,450;
terra rod,2181,2000;
beholder shield,2518,1200;
wyvern fang,7408,1500;
gemmed book,1976,100;
emerald bangle,2127,800;
plate shield,2510,45;
battle shield,2513,95;
battle hammer,2417,120;
battle axe,2378,80;
heavy machete,2442,90;
spiked squelcher,7452,5000;
picareta,2553,20;
shovel,2554,20;
dwarven shield,2525,100;
axe ring,2208,100;
iron helmet,2459,150;
scimitar,2419,150;
plate armor,2463,400;
sword ring,2207,100;
warrior helmet,2475,5000;
staff,2401,100;
wand of decay,2188,1000;
silver dagger,2402,500;
necrotic rod,2185,1000;
dragon lord trophy,7399,10000;
energy ring,2167,50;
fire sword,2392,4000;
golden mug,2033,250;
royal helmet,2498,30000;
strange helmet,2479,500;
tower shield,2528,8000;
dragon slayer,7402,15000;
dragon scale mail,2492,40000;
mind stone,2178,170;
guardian shield,2515,2000;
life ring,2168,100;
knight legs,2477,5000;
time ring,2169,100;
platinum amulet,2171,2500;
knight armor,2476,5000;
lightning headband,7901,2500;
elvish bow ,7438,1000;
wand of cosmic energy,2189,2000;
yellow gem,2154,1000;
dwarven axe,2435,1500;
Crown Armor,2487,12000;
Crown Shield,2519,8000;
Paladin Armor,8891,15000;
Silkweaver Bow,8857,12000;
Modified Crossbow,8849,10000"/>
</parameters>
</npc>

 

 

Link para o post
Compartilhar em outros sites

Tente isso:

 

Citar

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Salazar" script="data/npc/scripts/default.lua" walkinterval="0" speed="0" walkradius="0" floorchange="0">
<health max="100" now="100"/>
<look type="70"/>
<parameters>
<parameter key="message_greet" value="Olá compro alguns itens, diga {trade} para negociarmos!"/>
<parameter key="message_farewell" value="Ate mais, |PLAYERNAME| Salazar agradece a sua preferencia."/>
<!--SHOP-->
<parameter key="module_shop" value="1"/>
<parameter key="shop_sellable" value="

Moon Backpack,10521,10000;
short sword,2406,10;
wolf tooth chain,2129,100;
halberd, 2381,400;
dark helmet,2490,250;
cyclops trophy,7398,500;
steel shield,2509,80;
longsword,2397,51;
steel helmet,2457,293;
plate legs,2647,115;
broadsword,2413,500;
double axe,2387,260;
wand of inferno,2187,3000;
dragon hammer,2434,2000;
dragon shield,2516,4000;
serpent sword,2409,900;
dragonbone staff,7430,3000;
brass legs,2478,49;
morning star,2394,100;
spellbook,2175,75;
steel shield,2509,80;
two handed sword,2377,450;
terra rod,2181,2000;
beholder shield,2518,1200;
wyvern fang,7408,1500;
gemmed book,1976,100;
emerald bangle,2127,800;
plate shield,2510,45;
battle shield,2513,95;
battle hammer,2417,120;
battle axe,2378,80;
heavy machete,2442,90;
spiked squelcher,7452,5000;
picareta,2553,20;
shovel,2554,20;
dwarven shield,2525,100;
axe ring,2208,100;
iron helmet,2459,150;
scimitar,2419,150;
plate armor,2463,400;
sword ring,2207,100;
warrior helmet,2475,5000;
staff,2401,100;
wand of decay,2188,1000;
silver dagger,2402,500;
necrotic rod,2185,1000;
dragon lord trophy,7399,10000;
energy ring,2167,50;
fire sword,2392,4000;
golden mug,2033,250;
royal helmet,2498,30000;
strange helmet,2479,500;
tower shield,2528,8000;
dragon slayer,7402,15000;
dragon scale mail,2492,40000;
mind stone,2178,170;
guardian shield,2515,2000;
life ring,2168,100;
knight legs,2477,5000;
time ring,2169,100;
platinum amulet,2171,2500;
knight armor,2476,5000;
lightning headband,7901,2500;
elvish bow ,7438,1000;
wand of cosmic energy,2189,2000;
yellow gem,2154,1000;
dwarven axe,2435,1500;
Crown Armor,2487,12000;
Crown Shield,2519,8000;
Paladin Armor,8891,15000;
Silkweaver Bow,8857,12000;
Modified Crossbow,8849,10000"/>
</parameters>
</npc>

 

 

Se der o mesmo erro é porque algum item da Lista não existe no seu items.xml

Aqui deu certo, e o npc comprou todos os itens da lista.

Link para o post
Compartilhar em outros sites
13 minutos atrás, Darcio Antonio disse:

@Darcio Antonio

Tenta assim:

Spoiler

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Salazar" script="data/npc/scripts/default.lua" walkinterval="0" speed="0" walkradius="0" floorchange="0">
<health max="100" now="100"/>
<look type="70"/>
<parameters>
<parameter key="message_greet" value="Olá compro alguns itens, diga {trade} para negociarmos!"/>
<parameter key="message_farewell" value="Ate mais, |PLAYERNAME| Salazar agradece a sua preferencia."/>
<!--SHOP-->
<parameter key="module_shop" value="1"/>
<parameter key="shop_sellable" value="

Moon Backpack,10521,10000;
short sword,2406,10;
wolf tooth chain,2129,100;
halberd, 2381,400;
dark helmet,2490,250;
cyclops trophy,7398,500;
longsword,2397,51;
steel helmet,2457,293;
plate legs,2647,115;
broadsword,2413,500;
double axe,2387,260;
wand of inferno,2187,3000;
dragon hammer,2434,2000;
dragon shield,2516,4000;
serpent sword,2409,900;
dragonbone staff,7430,3000;
brass legs,2478,49;
morning star,2394,100;
spellbook,2175,75;
steel shield,2509,80;
two handed sword,2377,450;
terra rod,2181,2000;
beholder shield,2518,1200;
wyvern fang,7408,1500;
gemmed book,1976,100;
emerald bangle,2127,800;
plate shield,2510,45;
battle shield,2513,95;
battle hammer,2417,120;
battle axe,2378,80;
heavy machete,2442,90;
spiked squelcher,7452,5000;
picareta,2553,20;
shovel,2554,20;
dwarven shield,2525,100;
axe ring,2208,100;
iron helmet,2459,150;
scimitar,2419,150;
plate armor,2463,400;
sword ring,2207,100;
warrior helmet,2475,5000;
staff,2401,100;
wand of decay,2188,1000;
silver dagger,2402,500;
necrotic rod,2185,1000;
dragon lord trophy,7399,10000;
energy ring,2167,50;
fire sword,2392,4000;
golden mug,2033,250;
royal helmet,2498,30000;
strange helmet,2479,500;
tower shield,2528,8000;
dragon slayer,7402,15000;
dragon scale mail,2492,40000;
mind stone,2178,170;
guardian shield,2515,2000;
life ring,2168,100;
knight legs,2477,5000;
time ring,2169,100;
platinum amulet,2171,2500;
knight armor,2476,5000;
lightning headband,7901,2500;
elvish bow ,7438,1000;
wand of cosmic energy,2189,2000;
yellow gem,2154,1000;
dwarven axe,2435,1500;
Crown Armor,2487,12000;
Crown Shield,2519,8000;
Paladin Armor,8891,15000;
Silkweaver Bow,8857,12000;
Modified Crossbow,8849,10000"/>
</parameters>
</npc>

 

 

Link para o post
Compartilhar em outros sites
2 minutos atrás, Darcio Antonio disse:

O que foi mudado só pra eu saber oq vc fez.

 


Não tinha nada de errado no Script então só fiz uns testes, e notei que tinha 2 itens iguais ai removi, sua soucer deveria estar bugando por isso....

Editado por peterson18 (veja o histórico de edições)
Link para o post
Compartilhar em outros sites

Mesma coisa de novo
[26/6/2018 18:56:45] [Warning - Salazar] NpcSystem:
[26/6/2018 18:56:45] ShopModule.onSell - Item not found on shopItems list

Diminui ele pra ver se muda algo mas ainda ta a mesma coisa

 

<?xml version="1.0" encoding="UTF-8"?>
<npc name="Salazar" script="data/npc/scripts/default.lua" walkinterval="0" speed="0" walkradius="0" floorchange="0">
<health max="100" now="100"/>
<look type="70"/>
<parameters>
<parameter key="message_greet" value="Olá compro alguns itens, diga {trade} para negociarmos!"/>
<parameter key="message_farewell" value="Ate mais, |PLAYERNAME| Salazar agradece a sua preferencia."/>
<!--SHOP-->
<parameter key="module_shop" value="1"/>
<parameter key="shop_sellable" value="double axe,2387,260"/>
</parameters>
</npc>
[26/6/2018 18:58:35] [Warning - Salazar] NpcSystem:
[26/6/2018 18:58:35] ShopModule.onSell - Item not found on shopItems list

 

Link para o post
Compartilhar em outros sites
  • 8 months later...

Troquem o: Modules.lua que fica em: data\npc\lib\npcsystem por esse ai de baixo:
 

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

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

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

	-- Used in shop mode
	SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

	-- Constants used for outfit giving mode
	OUTFITMODULE_FUNCTION_OLD = doPlayerAddOutfit -- Gives outfit through look type
	OUTFITMODULE_FUNCTION_NEW = doPlayerAddOutfitId -- Gives outfit through outfit id

	-- Used in outfit module
	OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW
	if(OUTFITMODULE_FUNCTION == nil) then
		OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_OLD
	end

	Modules = {
		parseableModules = {}
	}

	StdModule = {}

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

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

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

		return true
	end

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

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

		if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('premiumForPromotion')) or not(parameters.premium)) then
			if(getPlayerPromotionLevel(cid) >= parameters.promotion) then
				npcHandler:say('You are already promoted!', cid)
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('I am sorry, but I can only promote you once you have reached level ' .. parameters.level .. '.', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
				npcHandler:say('You do not have enough money!', cid)
			else
				setPlayerPromotionLevel(cid, parameters.promotion)
				npcHandler:say(parameters.text, cid)
			end
		else
			npcHandler:say("You need a premium account in order to get promoted.", cid)
		end

		npcHandler:resetNpc()
		return true
	end

	function StdModule.learnSpell(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.learnSpell called without any npcHandler instance.')
		end

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

		if(isPlayerPremiumCallback(cid) or not(parameters.premium)) then
			if(getPlayerLearnedInstantSpell(cid, parameters.spellName)) then
				npcHandler:say('You already know this spell.', cid)
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('You need to obtain a level of ' .. parameters.level .. ' or higher to be able to learn ' .. parameters.spellName .. '.', cid)
			elseif(getPlayerVocation(cid) ~= parameters.vocation and getPlayerVocation(cid) ~= parameters.vocation + 4 and vocation ~= 9) then
				npcHandler:say('This spell is not for your vocation', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.price)) then
				npcHandler:say('You do not have enough money, this spell costs ' .. parameters.price .. ' gold coins.', cid)
			else
				npcHandler:say('You have learned ' .. parameters.spellName .. '.', cid)
				playerLearnInstantSpell(cid, parameters.spellName)
			end
		else
			npcHandler:say('You need a premium account in order to buy ' .. parameters.spellName .. '.', cid)
		end

		npcHandler:resetNpc()
		return true
	end

	function StdModule.bless(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.bless called without any npcHandler instance.')
		end

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

		if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('blessingsOnlyPremium')) or not parameters.premium) then
			local price = parameters.baseCost
			if(getPlayerLevel(cid) > parameters.startLevel) then
				price = (price + ((math.min(parameters.endLevel, getPlayerLevel(cid)) - parameters.startLevel) * parameters.levelCost))
			end

			if(getPlayerBlessing(cid, parameters.number)) then
				npcHandler:say("Gods have already blessed you with this blessing!", cid)
			elseif(not doPlayerRemoveMoney(cid, price)) then
				npcHandler:say("You don't have enough money for blessing.", cid)
			else
				npcHandler:say("You have been blessed by one of the five gods!", cid)
				doPlayerAddBlessing(cid, parameters.number)
			end
		else
			npcHandler:say('You need a premium account in order to be blessed.', cid)
		end

		npcHandler:resetNpc()
		return true
	end

	function StdModule.travel(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.travel called without any npcHandler instance.')
		end

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

		local storage, pzLocked = parameters.storageValue or (EMPTY_STORAGE + 1), parameters.allowLocked or false
		if(parameters.premium and not isPlayerPremiumCallback(cid)) then
			npcHandler:say('I can only allow premium players to travel with me.', cid)
		elseif(parameters.level ~= nil and getPlayerLevel(cid) < parameters.level) then
			npcHandler:say('You must reach level ' .. parameters.level .. ' before I can let you go there.', cid)
		elseif(parameters.storageId ~= nil and getPlayerStorageValue(cid, parameters.storageId) < storage) then
			npcHandler:say(parameters.storageInfo or 'You may not travel there!', cid)
		elseif(not pzLocked and isPlayerPzLocked(cid)) then
			npcHandler:say('Get out of there with this blood!', cid)
		elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
			npcHandler:say('You do not have enough money.', cid)
		else
			npcHandler:say('It was a pleasure doing business with you.', cid)
			npcHandler:releaseFocus(cid)

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

		npcHandler:resetNpc()
		return true
	end

	FocusModule = {
		npcHandler = nil
	}

	-- Creates a new instance of FocusModule without an associated NpcHandler.
	function FocusModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	-- Inits the module and associates handler to it.
	function FocusModule:init(handler)
		self.npcHandler = handler
		for i, word in pairs(FOCUS_GREETWORDS) do
			local obj = {}
			table.insert(obj, word)
			obj.callback = FOCUS_GREETWORDS.callback or FocusModule.messageMatcher
			handler.keywordHandler:addKeyword(obj, FocusModule.onGreet, {module = self})
		end

		for i, word in pairs(FOCUS_FAREWELLWORDS) do
			local obj = {}
			table.insert(obj, word)
			obj.callback = FOCUS_FAREWELLWORDS.callback or FocusModule.messageMatcher
			handler.keywordHandler:addKeyword(obj, FocusModule.onFarewell, {module = self})
		end
	end

	-- Greeting callback function.
	function FocusModule.onGreet(cid, message, keywords, parameters)
		parameters.module.npcHandler:onGreet(cid)
		return true
	end

	-- UnGreeting callback function.
	function FocusModule.onFarewell(cid, message, keywords, parameters)
		if(not parameters.module.npcHandler:isFocused(cid)) then
			return false
		end

		parameters.module.npcHandler:onFarewell(cid)
		return true
	end

	-- Custom message matching callback function for greeting messages.
	function FocusModule.messageMatcher(keywords, message)
		local spectators = getSpectators(getCreaturePosition(getNpcId()), 7, 7)
		for i, word in pairs(keywords) do
			if(type(word) == 'string') then
				if(string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]')) then
					if(string.find(message, getCreatureName(getNpcId()))) then
						return true
					end

					for i, uid in ipairs(spectators) do
						if(string.find(message, getCreatureName(uid))) then
							return false
						end
					end

					return true
				end
			end
		end

		return false
	end

	KeywordModule = {
		npcHandler = nil
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_keywords'] = KeywordModule

	function KeywordModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	function KeywordModule:init(handler)
		self.npcHandler = handler
	end

	-- Parses all known parameters.
	function KeywordModule:parseParameters()
		local ret = NpcSystem.getParameter('keywords')
		if(ret ~= nil) then
			self:parseKeywords(ret)
		end
	end

	function KeywordModule:parseKeywords(data)
		local n = 1
		for keys in string.gmatch(data, '[^;]+') do
			local i = 1

			local keywords = {}
			for temp in string.gmatch(keys, '[^,]+') do
				table.insert(keywords, temp)
				i = i + 1
			end

			if(i ~= 1) then
				local reply = NpcSystem.getParameter('keyword_reply' .. n)
				if(reply ~= nil) then
					self:addKeyword(keywords, reply)
				else
					print('[Warning] NpcSystem:', 'Parameter \'' .. 'keyword_reply' .. n .. '\' missing. Skipping...')
				end
			else
				print('[Warning] NpcSystem:', 'No keywords found for keyword set #' .. n .. '. Skipping...')
			end

			n = n + 1
		end
	end

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

	TravelModule = {
		npcHandler = nil,
		destinations = nil,
		yesNode = nil,
		noNode = nil,
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_travel'] = TravelModule

	function TravelModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	function TravelModule:init(handler)
		self.npcHandler = handler
		self.yesNode = KeywordNode:new(SHOP_YESWORD, TravelModule.onConfirm, {module = self})
		self.noNode = KeywordNode:new(SHOP_NOWORD, TravelModule.onDecline, {module = self})

		self.destinations = {}
	end

	-- Parses all known parameters.
	function TravelModule:parseParameters()
		local ret = NpcSystem.getParameter('travel_destinations')
		if(ret ~= nil) then
			self:parseDestinations(ret)
			for _, word in ipairs({'destination', 'list', 'where', 'travel'}) do
				self.npcHandler.keywordHandler:addKeyword({word}, TravelModule.listDestinations, {module = self})
			end
		end
	end

	function TravelModule:parseDestinations(data)
		for destination in string.gmatch(data, '[^;]+') do
			local i, name, pos, cost, premium, level, storage = 1, nil, {x = nil, y = nil, z = nil}, nil, false
			for tmp in string.gmatch(destination, '[^,]+') do
				if(i == 1) then
					name = tmp
				elseif(i == 2) then
					pos.x = tonumber(tmp)
				elseif(i == 3) then
					pos.y = tonumber(tmp)
				elseif(i == 4) then
					pos.z = tonumber(tmp)
				elseif(i == 5) then
					cost = tonumber(tmp)
				elseif(i == 6) then
					premium = getBooleanFromString(tmp)
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', tmp, destination)
				end

				i = i + 1
			end

			if(name ~= nil and pos.x ~= nil and pos.y ~= nil and pos.z ~= nil and cost ~= nil) then
				self:addDestination(name, pos, cost, premium)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for travel destination:', name, pos, cost, premium)
			end
		end
	end

	function TravelModule:addDestination(name, position, price, premium)
		table.insert(self.destinations, name)
		local parameters = {
			cost = price,
			destination = position,
			premium = premium,
			module = self
		}

		local keywords, bringwords = {}, {}
		table.insert(keywords, name)

		table.insert(bringwords, 'bring me to ' .. name)
		self.npcHandler.keywordHandler:addKeyword(bringwords, TravelModule.bring, parameters)

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

	function TravelModule.travel(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

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

	function TravelModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local parent = node:getParent():getParameters()
		if(isPlayerPremiumCallback(cid) or not parent.premium) then
			if(not isPlayerPzLocked(cid)) then
				if(doPlayerRemoveMoney(cid, parent.cost)) then
					module.npcHandler:say('It was a pleasure doing business with you.', cid)
					module.npcHandler:releaseFocus(cid)

					doTeleportThing(cid, parent.destination, true)
					doSendMagicEffect(parent.destination, CONST_ME_TELEPORT)
				else
					module.npcHandler:say('You do not have enough money.', cid)
				end
			else
				module.npcHandler:say('Get out of there with this blood!', cid)
			end
		else
			modulenpcHandler:say('I can only allow premium players to travel there.', cid)
		end

		module.npcHandler:resetNpc()
		return true
	end

	-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
	function TravelModule.onDecline(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

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

	function TravelModule.bring(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		if((isPlayerPremiumCallback(cid) or not parameters.premium) and not isPlayerPzLocked(cid) and doPlayerRemoveMoney(cid, parameters.cost)) then
			module.npcHandler:say('Sure!', cid)
			module.npcHandler:releaseFocus(cid)

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

		module.npcHandler:releaseFocus(cid)
		return true
	end

	function TravelModule.listDestinations(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local msg = nil
		for _, destination in ipairs(module.destinations) do
			if(msg ~= nil) then
				msg = msg .. ", "
			else
				msg = ""
			end

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

		module.npcHandler:say(msg .. ".", cid)
		module.npcHandler:resetNpc()
		return true
	end

	OutfitModule = {
		npcHandler = nil,
		outfits = nil,
		yesNode = nil,
		noNode = nil,
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_outfit'] = OutfitModule

	function OutfitModule:new()
		if(OUTFITMODULE_FUNCTION == nil) then
			return nil
		end

		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	function OutfitModule:init(handler)
		self.npcHandler = handler
		self.yesNode = KeywordNode:new(SHOP_YESWORD, OutfitModule.onConfirm, {module = self})
		self.noNode = KeywordNode:new(SHOP_NOWORD, OutfitModule.onDecline, {module = self})

		self.outfits = {}
	end

	-- Parses all known parameters.
	function OutfitModule:parseParameters()
		local ret = NpcSystem.getParameter('outfits')
		if(ret ~= nil) then
			self:parseKeywords(ret)
			for _, word in ipairs({'outfits', 'addons'}) do
				self.npcHandler.keywordHandler:addKeyword({word}, OutfitModule.listOutfits, {module = self})
			end
		end
	end

	function OutfitModule:parseKeywords(data)
		local n = 1
		for outfit in string.gmatch(data, '[^;]+') do
			local i, keywords = 1, {}
			for tmp in string.gmatch(outfit, '[^,]+') do
				table.insert(keywords, tmp)
				i = i + 1
			end

			if(i > 0) then
				local ret = NpcSystem.getParameter('outfit' .. n)
				if(ret ~= nil) then
					self:parseList(keywords, ret)
				else
					print('[Warning] NpcSystem:', 'Missing \'outfit' .. n .. '\' parameter, skipping...')
				end
			else
				print('[Warning] NpcSystem:', 'No keywords found for outfit set #' .. n .. ', skipping...')
			end

			n = n + 1
		end
	end

	function OutfitModule:parseList(keywords, data)
		local outfit, items = nil, {}
		for list in string.gmatch(data, '[^;]+') do
			local a, b, c, d, e = nil, nil, nil, nil, 1
			for tmp in string.gmatch(list, '[^,]+') do
				if(e == 1) then
					a = tmp
				elseif(e == 2) then
					b = tmp
				elseif(e == 3) then
					c = tmp
				elseif(e == 4) then
					d = tmp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in outfit list while parsing ' .. (outfit == nil and 'outfit' or 'item') .. '.', tmp, list)
				end

				e = e + 1
			end

			if(outfit == nil) then
				outfit = {tonumber(a), tonumber(b), getBooleanFromString(c), d}
			elseif(a ~= nil) then
				local tmp = tonumber(a)
				if((tmp ~= nil or tostring(a) == "money") and b ~= nil and c ~= nil) then
					a = tmp or 20000
					tmp = tonumber(d)
					if(tmp == nil) then
						tmp = -1
					end

					items[a] = {b, tmp, c}
				else
					print('[Warning] NpcSystem:', 'Missing parameter(s) for outfit items.', b, c, d)
				end
			else
				print('[Warning] NpcSystem:', 'Missing base parameter for outfit items.', a)
			end
		end

		if(type(outfit) == 'table') then
			local tmp = true
			for i = 1, 2 do
				if(outfit[i] == nil) then
					tmp = false
					break
				end
			end

			if(tmp and table.maxn(items) > 0) then
				self:addOutfit(keywords, outfit, items)
			else
				print('[Warning] NpcSystem:', 'Invalid outfit, addon or empty items pool.', data)
			end
		end
	end

	function OutfitModule:addOutfit(keywords, outfit, items)
		table.insert(self.outfits, keywords[1])
		local parameters = {
			outfit = outfit[1],
			addon = outfit[2],
			premium = outfit[3],
			gender = nil,
			items = items,
			module = self
		}

		if(outfit[4] ~= nil) then
			local tmp = string.lower(tostring(outfit[5]))
			if(tmp == 'male' or tmp == '1') then
				parameters.gender = 1
			elseif(tmp == 'female' or tmp == '0') then
				parameters.gender = 0
			end
		end

		for i, name in pairs(keywords) do
			local words = {}
			table.insert(words, name)

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

	function OutfitModule.obtain(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local items = nil
		for k, v in pairs(parameters.items) do
			if(v[1] ~= "storageset") then
				if(items ~= nil) then
					items = items .. ", "
				else
					items = ""
				end

				if(tonumber(v[1]) ~= nil and tonumber(v[1]) > 1) then
					items = items .. v[1] .. " "
				end

				items = items .. v[3]
			end
		end
	
		module.npcHandler:say('Do you want ' .. keywords[1] .. ' ' .. (addon == 0 and "outfit" or "addon") .. ' for ' .. items .. '?', cid)
		return true

	end

	function OutfitModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local parent = node:getParent():getParameters()
		if(isPlayerPremiumCallback(cid) or not parent.premium) then
			if(not canPlayerWearOutfitId(cid, parent.outfit, parent.addon)) then
				if(parent.addon == 0 or canPlayerWearOutfitId(cid, parent.outfit)) then
					if(parent.gender == nil or parent.gender == getPlayerSex(cid)) then
						local found = true
						for k, v in pairs(parent.items) do
							local tmp = tonumber(v[1])
							if(tmp == nil) then
								if(v[1] == "storagecheck") then
									if(getCreatureStorage(cid, k) < v[2]) then
										found = false
									end
								elseif(v[1] == "outfitid") then
									if(not canPlayerWearOutfitId(cid, k, v[2])) then
										found = false
									end
								elseif(v[1] == "outfit") then
									if(not canPlayerWearOutfit(cid, k, v[2])) then
										found = false
									end
								else
									found = false
								end
							elseif(k == 20000) then
								if(getPlayerMoney(cid) < tmp) then
									found = false
								end
							elseif(getPlayerItemCount(cid, k, v[2]) < tmp) then
								found = false
							end

							if(not found) then
								break
							end
						end

						if(found) then
							for k, v in pairs(parent.items) do
								if(tonumber(v[1]) ~= nil) then
									if(k == 20000) then
										doPlayerRemoveMoney(cid, v[1])
									else
										doPlayerRemoveItem(cid, k, v[1], v[2])
									end
								elseif(v[1] == "storageset") then
									doCreatureSetStorage(cid, k, v[2])
								end
							end

							module.npcHandler:say('It was a pleasure to dress you.', cid)
							OUTFITMODULE_FUNCTION(cid, parent.outfit, parent.addon)
							doPlayerSetStorageValue(cid, parent.storageId, storage)
						else
							module.npcHandler:say('You don\'t have these items!', cid)
						end
					else
						module.npcHandler:say('Sorry, this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. ' is not for your gender.', cid)
					end
				else
					module.npcHandler:say('I will not dress you with addon of outfit you cannot wear!', cid)
				end
			else
				module.npcHandler:say('You alrady have this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. '!', cid)
			end
		else
			module.npcHandler:say('Sorry, I dress only premium players.', cid)
		end

		module.npcHandler:resetNpc()
		return true
	end

	-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
	function OutfitModule.onDecline(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

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

	function OutfitModule.listOutfits(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local msg = nil
		if(table.maxn(module.outfits) > 0) then
			for _, outfit in ipairs(module.outfits) do
				if(msg ~= nil) then
					msg = msg .. ", "
				else
					msg = "I can dress you into "
				end

				msg = msg .. "{" .. outfit .. "}"
			end
		else
			msg = "Sorry, I have nothing to offer right now."
		end

		module.npcHandler:say(msg .. ".", cid)
		module.npcHandler:resetNpc()
		return true
	end

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		return false
	end

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

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

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

		return ret
	end

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

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

		if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
			local parameters = {
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_BUY_ITEM,
				module = self,
				realName = realName or getItemNameById(itemid),
				subType = subType or 1
			}

			for i, name in pairs(names) do
				local keywords = {}
				table.insert(keywords, 'buy')
				table.insert(keywords, name)

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

	-- Adds a new buyable container of items.
	--	names = A table containing one or more strings of alternative names to this item.
	--	container = Backpack, bag or any other itemid of container where bought items will be stored
	--	itemid = The itemid of the buyable item
	--	cost = The price of one single item
	--	subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.
	--	realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)
	function ShopModule:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
		if(names ~= nil) then
			local parameters = {
				container = container,
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_BUY_ITEM_CONTAINER,
				module = self,
				realName = realName or getItemNameById(itemid),
				subType = subType or 1
			}

			for i, name in pairs(names) do
				local keywords = {}
				table.insert(keywords, 'buy')
				table.insert(keywords, name)

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

	-- Adds a new sellable item.
	--	names = A table containing one or more strings of alternative names to this item. Used only by old buy/sell system.
	--	itemid = The itemid of the sellable item
	--	cost = The price of one single item
	--	realName - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (getItemNameById will be used)
	function ShopModule:addSellableItem(names, itemid, cost, realName)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			if(self.npcHandler.shopItems[itemid] == nil) then
				self.npcHandler.shopItems[itemid] = {buyPrice = -1, sellPrice = -1, subType = 1, realName = ""}
			end

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

		if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
			local parameters = {
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_SELL_ITEM,
				module = self,
				realName = realName or getItemNameById(itemid)
			}

			for i, name in pairs(names) do
				local keywords = {}
				table.insert(keywords, 'sell')
				table.insert(keywords, name)

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

	-- onModuleReset callback function. Calls ShopModule:reset()
	function ShopModule:callbackOnModuleReset()
		self:reset()
		return true
	end

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

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

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

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

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

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

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

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

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

			return true
		end
	end

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

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

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

		if(subType < 1 or getItemInfo(itemid).stackable) then
			subType = -1
		end

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

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

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

		if(itemWindow[1] == nil) then
			local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
			local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_NOSHOP), parseInfo)
			module.npcHandler:say(msg, cid)
			return true
		end

		local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
		local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_SENDTRADE), parseInfo)
		openShopWindow(cid, itemWindow,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks) end,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks) end)
		module.npcHandler:say(msg, cid)
		return true
	end

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

		local parentParameters = node:getParent():getParameters()
		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = module.amount,
			[TAG_TOTALCOST] = parentParameters.cost * module.amount,
			[TAG_ITEMNAME] = parentParameters.realName
		}

		if(parentParameters.eventType == SHOPMODULE_SELL_ITEM) then
			local ret = doPlayerSellItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount)
			if(ret) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONSELL)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_MISSINGITEM)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			end
		elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then
			local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
			if(ret) then
				if parentParameters.itemid == ITEM_PARCEL then
					doPlayerBuyItem(cid, ITEM_LABEL, module.amount, 0, parentParameters.subType)
				end
				local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			end
		elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
			local ret = doPlayerBuyItemContainer(cid, parentParameters.container, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
			if(ret) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			end
		end

		module.npcHandler:resetNpc()
		return true
	end

	-- onDecliune keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
	function ShopModule.onDecline(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local parentParameters = node:getParent():getParameters()
		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = module.amount,
			[TAG_TOTALCOST] = parentParameters.cost * module.amount,
			[TAG_ITEMNAME] = parentParameters.realName
		}

		local msg = module.npcHandler:parseMessage(module.noText, parseInfo)
		module.npcHandler:say(msg, cid)
		module.npcHandler:resetNpc()
		return true
	end

	-- tradeItem callback function. Makes the npc say the message defined by MESSAGE_BUY or MESSAGE_SELL
	function ShopModule.tradeItem(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local count = module:getCount(message)
		module.amount = count
		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = module.amount,
			[TAG_TOTALCOST] = parameters.cost * module.amount,
			[TAG_ITEMNAME] = parameters.realName
		}

		if(parameters.eventType == SHOPMODULE_SELL_ITEM) then
			local msg = module.npcHandler:getMessage(MESSAGE_SELL)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then
			local msg = module.npcHandler:getMessage(MESSAGE_BUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		elseif(parameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
			local msg = module.npcHandler:getMessage(MESSAGE_BUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		end

		return true
	end
end

 

Link para o post
Compartilhar em outros sites
  • 3 years later...

Participe da conversa

Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.

Visitante
Responder

×   Você colou conteúdo com formatação.   Remover formatação

  Apenas 75 emojis são permitidos.

×   Seu link foi automaticamente incorporado.   Mostrar como link

×   Seu conteúdo anterior foi restaurado.   Limpar o editor

×   Não é possível colar imagens diretamente. Carregar ou inserir imagens do URL.

  • Quem Está Navegando   0 membros estão online

    Nenhum usuário registrado visualizando esta página.

  • Conteúdo Similar

    • Por cloudrun2023
      CloudRun - Sua Melhor Escolha para Hospedagem de OTServer!
      Você está procurando a solução definitiva para hospedar seu OTServer com desempenho imbatível e segurança inigualável? Não procure mais! Apresentamos a CloudRun, sua parceira confiável em serviços de hospedagem na nuvem.
       
      Recursos Exclusivos - Proteção DDoS Avançada:
      Mantenha seu OTServer online e seguro com nossa robusta proteção DDoS, garantindo uma experiência de jogo ininterrupta para seus jogadores.
       
      Servidores Ryzen 7 Poderosos: Desfrute do poder de processamento superior dos servidores Ryzen 7 para garantir um desempenho excepcional do seu OTServer. Velocidade e estabilidade garantidas!
       
      Armazenamento NVMe de Alta Velocidade:
      Reduza o tempo de carregamento do jogo com nosso armazenamento NVMe ultrarrápido. Seus jogadores vão adorar a rapidez com que podem explorar o mundo do seu OTServer.
       
      Uplink de até 1GB:
      Oferecemos uma conexão de alta velocidade com até 1GB de largura de banda, garantindo uma experiência de jogo suave e livre de lag para todos os seus jogadores, mesmo nos momentos de pico.
       
      Suporte 24 Horas:
      Estamos sempre aqui para você! Nossa equipe de suporte está disponível 24 horas por dia, 7 dias por semana, para resolver qualquer problema ou responder a qualquer pergunta que você possa ter. Sua satisfação é a nossa prioridade.
       
      Fácil e Rápido de Começar:
      Configurar seu OTServer na CloudRun é simples e rápido. Concentre-se no desenvolvimento do seu jogo enquanto cuidamos da hospedagem.
       
      Entre em Contato Agora!
      Website: https://central.cloudrun.com.br/index.php?rp=/store/cloud-ryzen-brasil
      Email: [email protected]
      Telefone: (47) 99902-5147

      Não comprometa a qualidade da hospedagem do seu OTServer. Escolha a CloudRun e ofereça aos seus jogadores a melhor experiência de jogo possível. Visite nosso site hoje mesmo para conhecer nossos planos e começar!
       
      https://central.cloudrun.com.br/index.php?rp=/store/cloud-ryzen-brasil
       
      CloudRun - Onde a Velocidade Encontra a Confiabilidade!
       

    • Por FeeTads
      SALVE rapaziada do TK, esses dias vim pensando em novos scripts pro meu OT, e em um deles eu precisava que determinada area não contasse frag pro player que matasse outros, PORÉM eu precisava que os players que morressem nessa area ainda assim tivessem as penalidades da sua morte, procurei por ai, achei alguns scripts que apenas tiravam o SKULL e não realmente o FRAG do player.

      **script atualizado 22/10/2023** - melhorado e otimizado, levei o script pra puxar as infos por .lua / creatureScripts

      vou disponibilizar o code aqui, e o que fazer pra determinada area não contar frag.

      SOURCE OTX 2 / TFS 0.x, Funciona em TFS 1.x mudando as tags e ajeitando as sintaxes.

      vá em creatureevent.cpp

      procure por:
      else if(type == "preparedeath") _type = CREATURE_EVENT_PREPAREDEATH;
      Adiciona abaixo:
      else if(type == "nocountfrag") _type = CREATURE_EVENT_NOCOUNTFRAG;

      procure por:
      case CREATURE_EVENT_PREPAREDEATH: return "onPrepareDeath";  
      Adicione abaixo: 
      case CREATURE_EVENT_NOCOUNTFRAG: return "noCountFragArea";

      procure por:
      case CREATURE_EVENT_PREPAREDEATH: return "cid, deathList";
      Adicione abaixo:
      case CREATURE_EVENT_NOCOUNTFRAG: return "cid, target";

      agora no mesmo arquivo, vá até o final do arquivo e adicione essa função:
      uint32_t CreatureEvent::executeNoCountFragArea(Creature* creature, Creature* target) { //noCountFragArea(cid, target) if(m_interface->reserveEnv()) { ScriptEnviroment* env = m_interface->getEnv(); if(m_scripted == EVENT_SCRIPT_BUFFER) { env->setRealPos(creature->getPosition()); std::ostringstream scriptstream; scriptstream << "local cid = " << env->addThing(creature) << std::endl; scriptstream << "local target = " << env->addThing(target) << std::endl; if(m_scriptData) scriptstream << *m_scriptData; bool result = true; if(m_interface->loadBuffer(scriptstream.str())) { lua_State* L = m_interface->getState(); result = m_interface->getGlobalBool(L, "_result", true); } m_interface->releaseEnv(); return result; } else { #ifdef __DEBUG_LUASCRIPTS__ std::ostringstream desc; desc << creature->getName(); env->setEvent(desc.str()); #endif env->setScriptId(m_scriptId, m_interface); env->setRealPos(creature->getPosition()); lua_State* L = m_interface->getState(); m_interface->pushFunction(m_scriptId); lua_pushnumber(L, env->addThing(creature)); lua_pushnumber(L, env->addThing(target)); bool result = m_interface->callFunction(2); m_interface->releaseEnv(); return result; } } else { std::clog << "[Error - CreatureEvent::noCountFragArea] Call stack overflow." << std::endl; return 0; } }

      agora vá em creatureevent.h

      procure por:
      CREATURE_EVENT_PREPAREDEATH
      adicione abaixo:
      CREATURE_EVENT_NOCOUNTFRAG

      procure por:
      uint32_t executePrepareDeath(Creature* creature, DeathList deathList);
      Adicione abaixo:
      uint32_t executeNoCountFragArea(Creature* creature, Creature* target);

      agora vá em player.cpp

      procure por:
      bool Player::onKilledCreature(Creature* target, DeathEntry& entry)
      abaixo de:
      War_t enemy; if(targetPlayer->getEnemy(this, enemy)) { if(entry.isLast()) IOGuild::getInstance()->updateWar(enemy); entry.setWar(enemy); }
      Adicione o seguinte código:
      if (targetPlayer){ CreatureEventList killEvents = getCreatureEvents(CREATURE_EVENT_NOCOUNTFRAG); for (const auto &event : killEvents) { if (!event->executeNoCountFragArea(this, target)) { return true; } } }

      //

      Feito isso, tudo completo na sua source, agora é necessário adicionar o creaturescript dentro do servidor

      vá até creaturescripts/scripts
      crie um arquivo chamado, "noCountFragInArea.lua"
      e dentro dele cole o código:
       
      --[[ script feito por feetads / TibiaKing ]]-- --[[ discord: feetads / FeeTads#0246 ]]-- -- Add positions here for which you do not want to count frags local areas = { [1] = {from = {x = 91, y = 122, z = 7}, to = {x = 98, y = 127, z = 7}}, -- from = area superior esquerda / to = area inferior direita (formando um quadrado) } local onlyKillerInArea = false -- only killer need to be in area? function noCountFragArea(cid, target) if not isCreature(cid) or not isCreature(target) then return true end local posKiller = getPlayerPosition(cid) local posTarget = getPlayerPosition(target) for i = 1, #areas do local area = areas[i] if isInArea(posKiller, area.from, area.to) then if onlyKillerInArea then return false elseif isInArea(posTarget, area.from, area.to) then return false end end end return true end
      agora em creaturescripts.xml
      <event type="nocountfrag" name="fragarea" event="script" value="noCountFragInArea.lua"/>
      agora em creaturescripts/scripts/login.lua
       procure por OU semelhante a esse:
      registerCreatureEvent(cid, "AdvanceSave")
      e abaixo adicione:
      registerCreatureEvent(cid, "fragarea")

      //


      Agora tudo certo, quando quiser adiciona uma area que não pega frag, vá até o script e apenas coloque a area, igual o demonstrado no script

      Exemplo:
      local areas = { [1] = {from = {x = 91, y = 122, z = 7}, to = {x = 98, y = 127, z = 7}}, [2] = {from = {x = 1000, y = 1000, z = 7}, to = {x = 1100, y = 1100, z = 7}}, }
      assim somente colocando a area no script e abrindo o server ou dando /reload, já funcionará a area como não pegar frag.
      Esse sistema pode ser bom pra areas de pvp ativo, onde você ainda quer que o player que morrer perca os atributos, como se fosse uma morte normal, porém não conta frag pra quem matar.
      Bom pra sistemas tipo castle 48h (guild war), onde há diversas mortes e risco de pegar red, atrapalhando a war.

      Façam bom proveito dos scripts, e deixem os créditos no script rsrs

      **Eu fiz as alterações e o simples código por isso vim disponibilizar, créditos meus**
    • Por Muvuka
      Abri canal a força creaturescript acho que funcione no creaturescript cria script creaturescript
       
      <channel id="9" name="HELP" logged="yes"/>
      <channel id="12" name="Report Bugs" logged="yes"/>
      <channel id="13" name="Loot" logged="yes"/>
      <channel id="14" name="Report Character Rules Tibia Rules" logged="yes"/>
      <channel id="15" name="Death Channel"/>
      <channel id="6548" name="DexSoft" level="1"/>
      <channel id="7" name="Reports" logged="yes"/>
       
      antes de 
              if(lastLogin > 0) then adicione isso:
                      doPlayerOpenChannel(cid, CHANNEL_HELP) doPlayerOpenChannel(cid, 1,  2, 3) = 1,2 ,3 Channels, entendeu? NÃO FUNCIONA EU QUERO UM MEIO DE ABRI SEM USA A SOURCE
       
      EU NÃO CONSEGUI ABRI EU NÃO TENHO SOURCE
       
       
    • Por bolachapancao
      Rapaziada seguinte preciso de um script que ao utilizar uma alavanca para até 4 jogadores.
      Os jogadores serão teleportados para hunt durante uma hora e depois de uma hora os jogadores serão teleportados de volta para o templo.
       
      Observação: caso o jogador morra ou saia da hunt o evento hunt é cancelado.

      Estou a base canary
      GitHub - opentibiabr/canary: Canary Server 13.x for OpenTibia community.
       
    • Por RAJADAO
      .Qual servidor ou website você utiliza como base? 
      Sabrehaven 8.0
      Qual o motivo deste tópico? 
      Ajuda com novos efeitos
       
      Olá amigos, gostaria de ajuda para introduzir os seguintes efeitos no meu servidor (usando o Sabrehaven 8.0 como base), adicionei algumas runas novas (avalanche, icicle, míssil sagrado, stoneshower & Thunderstorm) e alguns novos feitiços (exevo mas san, exori san, exori tera, exori frigo, exevo gran mas frigo, exevo gran mas tera, exevo tera hur, exevo frigo hur) mas nenhum dos efeitos dessas magias parece existir no servidor, alguém tem um link para um tutorial ou algo assim para que eu possa fazer isso funcionar?
      Desculpe pelo mau inglês, sou brasileiro.

      Obrigado!


      AVALANCHE RUNE id:3161 \/
      (COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
      (COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
      (COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

      STONESHOWER RUNE id:3175 \/
      (COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
      (COMBAT_PARAM_EFFECT, CONST_ME_STONES)
      (COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH)

      THUNDERSTORM RUNE id:3202 \/
      (COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
      (COMBAT_PARAM_EFFECT, CONST_ME_E NERGYHIT)
      (COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL)

      ICICLE RUNE id:3158 \/
      COMBAT_ICEDAMAGE
      CONST_ME_ICEAREA
      CONST_ANI_ICE

      SANTO MÍSSIL RUNA id:3182 \/
      (COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
      (COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
      (COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
      (COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_HOLY)

      CONST_ME_PLANTATTACK (exevo gran mas tera)
      CONST_ME_ICETORNADO (exevo gran mas frigo)
      CONST_ME_SMALLPLANTS (exevo tera hur)
      CONST_ME_ICEAREA (exevo frigo hur)
      CONST_ME_ICEATTACK (exori frigo)
      CONST_ME_CARNIPHILA (exori tera)

      EXORI SAN \/
      (COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
      CONST_ME_HOLYDAM IDADE

      EXEVO MAS SAN \/
      CONST_ME_HOLYAREA
×
×
  • Criar Novo...

Informação Importante

Confirmação de Termo