Postado Outubro 16, 2013 11 anos Autor Hmm... Acho que entendi Joadson. E é exatamente o que acontece, voce não consegue utilizar a função do trade, apenas o comando escrito para vender. Estou esperando o script arrumado por você, muito obrigado !
Postado Outubro 16, 2013 11 anos Você ainda não disse qual é o seu distro, se tiver dúvida, tire uma foto da pasta do seu OT onde estiver o .exe 愛"A alma permanece em suas criações" 平(Não dou suporte por mensagem privada.)
Postado Outubro 16, 2013 11 anos Autor Ai está a printscreen de onde se encontra o .exe. Espero que seja isso
Postado Outubro 16, 2013 11 anos Aqui sua correção. Vá em data/npc/lib/npcsytem e abra modules.lua e troque por esse abaixo. -- Advanced NPC System (Created by Jiddo), -- Modified by Talaturen. -- Modified by Elf. if(Modules == nil) then -- default words for greeting and ungreeting the npc. Should be a table containing all such words. FOCUS_GREETWORDS = {'hi', 'hello', 'hey'} FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'} -- The words for requesting trade window. SHOP_TRADEREQUEST = {'offer', 'trade'} -- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! Should be a teble with a single string value. SHOP_YESWORD = {'yes'} SHOP_NOWORD = {'no'} -- Pattern used to get the amount of an item a player wants to buy/sell. PATTERN_COUNT = '%d+' -- 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 shop mode SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH 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 gold 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.', 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) or getWorldType() == WORLD_TYPE_PVP_ENFORCED) 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 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.storage ~= nil and getPlayerStorageValue(cid, parameters.storage) <= 0) then npcHandler:say(parameters.storageInfo or 'You may not travel here.', cid) elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then npcHandler:say('You do not have enough money!', cid) elseif(isPlayerPzLocked(cid)) then npcHandler:say('Get out of there with this blood.', cid) else doTeleportThing(cid, parameters.destination, 0) doSendMagicEffect(parameters.destination, 10) 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 return true 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(parameters.module.npcHandler:isFocused(cid)) then parameters.module.npcHandler:onFarewell(cid) return true else return false end 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 return true 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 = {} return true end -- Parses all known parameters. function TravelModule:parseParameters() local ret = NpcSystem.getParameter('travel_destinations') if(ret ~= nil) then self:parseDestinations(ret) self.npcHandler.keywordHandler:addKeyword({'destination'}, TravelModule.listDestinations, {module = self}) self.npcHandler.keywordHandler:addKeyword({'where'}, TravelModule.listDestinations, {module = self}) self.npcHandler.keywordHandler:addKeyword({'travel'}, TravelModule.listDestinations, {module = self}) end end function TravelModule:parseDestinations(data) for destination in string.gmatch(data, '[^;]+') do local i = 1 local name = nil local x = nil local y = nil local z = nil local cost = nil local premium = false for temp in string.gmatch(destination, '[^,]+') do if(i == 1) then name = temp elseif(i == 2) then x = tonumber(temp) elseif(i == 3) then y = tonumber(temp) elseif(i == 4) then z = tonumber(temp) elseif(i == 5) then cost = tonumber(temp) elseif(i == 6) then premium = temp == 'true' else print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', temp, destination) end i = i + 1 end if(name ~= nil and x ~= nil and y ~= nil and z ~= nil and cost ~= nil) then self:addDestination(name, {x=x, y=y, z=z}, cost, premium) else print('[Warning] NpcSystem:', 'Parameter(s) missing for travel destination:', name, x, y, z, 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 = {} table.insert(keywords, name) local keywords2 = {} table.insert(keywords2, 'bring me to ' .. name) local node = self.npcHandler.keywordHandler:addKeyword(keywords, TravelModule.travel, parameters) self.npcHandler.keywordHandler:addKeyword(keywords2, TravelModule.bringMeTo, 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 local npcHandler = module.npcHandler local cost = parameters.cost local destination = parameters.destination local premium = parameters.premium module.npcHandler:say('Do you want to travel to ' .. keywords[1] .. ' for ' .. 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 npcHandler = module.npcHandler local parentParameters = node:getParent():getParameters() local cost = parentParameters.cost local destination = parentParameters.destination local premium = parentParameters.premium if(isPlayerPremiumCallback(cid) or parameters.premium ~= true) then if(not doPlayerRemoveMoney(cid, cost)) then npcHandler:say('You do not have enough money!', cid) elseif(isPlayerPzLocked(cid)) then npcHandler:say('Get out of there with this blood.', cid) else npcHandler:say('It was a pleasure doing business with you.', cid) npcHandler:releaseFocus(cid) doTeleportThing(cid, destination, 0) doSendMagicEffect(destination, 10) end else npcHandler:say('I can only allow premium players to travel there.', cid) end 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 local parentParameters = node:getParent():getParameters() local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), } local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), parseInfo) module.npcHandler:say(msg, cid) module.npcHandler:resetNpc() return true end function TravelModule.bringMeTo(cid, message, keywords, parameters, node) local module = parameters.module if(not module.npcHandler:isFocused(cid)) then return false end local cost = parameters.cost local destination = parameters.destination local premium = parameters.premium if(isPlayerPremiumCallback(cid) or parameters.premium ~= true) then if(doPlayerRemoveMoney(cid, cost)) then doTeleportThing(cid, destination, 0) doSendMagicEffect(destination, 10) end end 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 = 'I can bring you to ' --local i = 1 local maxn = table.maxn(module.destinations) for i, destination in pairs(module.destinations) do msg = msg .. "{" .. destination .. "}" if(i == maxn -1) then msg = msg .. ' and ' elseif(i == maxn) then msg = msg .. '.' else msg = msg .. ', ' end i = i + 1 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 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:addSellableItem(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:addSellableItem(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 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 return true 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 for i, name in pairs(names) do local parameters = { itemid = itemid, cost = cost, eventType = SHOPMODULE_BUY_ITEM, module = self, realName = realName or getItemNameById(itemid), subType = subType or 1 } 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 for i, name in pairs(names) do local parameters = { container = container, itemid = itemid, cost = cost, eventType = SHOPMODULE_BUY_ITEM_CONTAINER, module = self, realName = realName or getItemNameById(itemid), subType = subType or 1 } 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, 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].sellPrice = 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 for i, name in pairs(names) do local parameters = { itemid = itemid, cost = cost, eventType = SHOPMODULE_BUY_ITEM, module = self, realName = realName or getItemNameById(itemid), subType = subType or 1 } keywords = {} table.insert(keywords, 'sell') table.insert(keywords, name) local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters) node:addChildKeywordNode(self.yesNode) node:addChildKeywordNode(self.noNode) end end end -- onModuleReset callback function. Calls ShopModule:reset() function ShopModule:callbackOnModuleReset() self:reset() return true end -- Callback onBuy() function. If you wish, you can change certain Npc to use your onBuy(). function ShopModule:callbackOnBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks) if(self.npcHandler.shopItems[itemid] == nil) then error("[ShopModule.onBuy]", "items[itemid] == nil") return false end if(self.npcHandler.shopItems[itemid].buyPrice == -1) then error("[ShopModule.onSell]", "Attempt to buy a non-buyable item") return false end local backpack = 1988 local totalCost = amount * self.npcHandler.shopItems[itemid].buyPrice if(inBackpacks) then totalCost = totalCost + (math.max(1, math.floor(amount / getContainerCapById(backpack))) * 20) end local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = totalCost, [TAG_ITEMNAME] = self.npcHandler.shopItems[itemid].realName } if(getPlayerMoney(cid) < totalCost) then local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY) msg = self.npcHandler:parseMessage(msg, parseInfo) doPlayerSendCancel(cid, msg) return false end local subType = self.npcHandler.shopItems[itemid].subType or 1 local a, b = doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack) if(a < amount) then local msgId = MESSAGE_NEEDMORESPACE if(a == 0) then msgId = MESSAGE_NEEDSPACE end local msg = self.npcHandler:getMessage(msgId) parseInfo[TAG_ITEMCOUNT] = a msg = self.npcHandler:parseMessage(msg, parseInfo) doPlayerSendCancel(cid, msg) if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then self.npcHandler.talkStart[cid] = os.time() else self.npcHandler.talkStart = os.time() end if(a > 0) then doPlayerRemoveMoney(cid, ((a * self.npcHandler.shopItems[itemid].buyPrice) + (b * 20))) return true end return false else local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT) msg = self.npcHandler:parseMessage(msg, parseInfo) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, msg) doPlayerRemoveMoney(cid, totalCost) if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then self.npcHandler.talkStart[cid] = os.time() else self.npcHandler.talkStart = os.time() end return true end end -- Callback onSell() function. If you wish, you can change certain Npc to use your onSell(). function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks) if(self.npcHandler.shopItems[itemid] == nil) then error("[ShopModule.onSell]", "items[itemid] == nil") return false end if(self.npcHandler.shopItems[itemid].sellPrice == -1) then error("[ShopModule.onSell]", "Attempt to sell a non-sellable item") return false end local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = amount * self.npcHandler.shopItems[itemid].sellPrice, [TAG_ITEMNAME] = self.npcHandler.shopItems[itemid].realName } if(subType < 1) then subType = -1 end if(doPlayerRemoveItem(cid, itemid, amount, subType)) then local msg = self.npcHandler:getMessage(MESSAGE_SOLD) msg = self.npcHandler:parseMessage(msg, parseInfo) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, msg) doPlayerAddMoney(cid, amount * self.npcHandler.shopItems[itemid].sellPrice) if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then self.npcHandler.talkStart[cid] = os.time() else self.npcHandler.talkStart = os.time() end return true else local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM) msg = self.npcHandler:parseMessage(msg, parseInfo) doPlayerSendCancel(cid, msg) if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then self.npcHandler.talkStart[cid] = os.time() else self.npcHandler.talkStart = os.time() end return false end end -- Callback for requesting a trade window with the NPC. function ShopModule.requestTrade(cid, message, keywords, parameters, node) local module = parameters.module if(not module.npcHandler:isFocused(cid)) then return false end local itemWindow = {} for itemid, attr in pairs(module.npcHandler.shopItems) do local item = {id = itemid, buy = attr.buyPrice, sell = attr.sellPrice, subType = attr.subType, name = attr.realName} table.insert(itemWindow, item) end if(itemWindow[1] == nil) then local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) } local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_NOSHOP), parseInfo) module.npcHandler:say(msg, cid) return true end local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) } local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_SENDTRADE), parseInfo) openShopWindow(cid, itemWindow, function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks) end, function(cid, itemid, subType, amount, ignoreCap, inBackpacks) module.npcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks) end) module.npcHandler:say(msg, cid) return true end -- onConfirm keyword callback function. Sells/buys the actual item. function ShopModule.onConfirm(cid, message, keywords, parameters, node) local module = parameters.module if(not module.npcHandler:isFocused(cid)) then return false end local parentParameters = node:getParent():getParameters() local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = module.amount, [TAG_TOTALCOST] = parentParameters.cost * module.amount, [TAG_ITEMNAME] = parentParameters.realName } if(parentParameters.eventType == SHOPMODULE_SELL_ITEM) then local ret = doPlayerSellItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount) if(ret) then local msg = module.npcHandler:getMessage(MESSAGE_ONSELL) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) else local msg = module.npcHandler:getMessage(MESSAGE_MISSINGITEM) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) end elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType) if(ret) then if parentParameters.itemid == ITEM_PARCEL then doPlayerBuyItem(cid, ITEM_LABEL, module.amount, 0, parentParameters.subType) end local msg = module.npcHandler:getMessage(MESSAGE_ONBUY) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) else local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) end elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then local ret = doPlayerBuyItemContainer(cid, parentParameters.container, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType) if(ret) then local msg = module.npcHandler:getMessage(MESSAGE_ONBUY) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) else local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) end end module.npcHandler:resetNpc() return true end -- onDecliune keyword callback function. Generally called when the player sais 'no' after wanting to buy an item. function ShopModule.onDecline(cid, message, keywords, parameters, node) local module = parameters.module if(not module.npcHandler:isFocused(cid)) then return false end local parentParameters = node:getParent():getParameters() local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = module.amount, [TAG_TOTALCOST] = parentParameters.cost * module.amount, [TAG_ITEMNAME] = parentParameters.realName } local msg = module.npcHandler:parseMessage(module.noText, parseInfo) module.npcHandler:say(msg, cid) module.npcHandler:resetNpc() return true end -- tradeItem callback function. Makes the npc say the message defined by MESSAGE_BUY or MESSAGE_SELL function ShopModule.tradeItem(cid, message, keywords, parameters, node) local module = parameters.module if(not module.npcHandler:isFocused(cid)) then return false end local count = module:getCount(message) module.amount = count local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = module.amount, [TAG_TOTALCOST] = parameters.cost * module.amount, [TAG_ITEMNAME] = parameters.realName } if(parameters.eventType == SHOPMODULE_SELL_ITEM) then local msg = module.npcHandler:getMessage(MESSAGE_SELL) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then local msg = module.npcHandler:getMessage(MESSAGE_BUY) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) elseif(parameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then local msg = module.npcHandler:getMessage(MESSAGE_BUY) msg = module.npcHandler:parseMessage(msg, parseInfo) module.npcHandler:say(msg, cid) end return true end end Te ajudei? 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