elnelson
Lunaria World Dev
Hello, otlanders, i have these trade and auction systems
NPC - Private Shop System
and this NPC:
trying to make them work properly with this random-stats mod [Mod] Random Item Stats
The bug is when someone deposit an item in auction/private shop the item loses its special attributes (attack speed, extra def, etc). So i need a way to save the current item's attributes and make possible trade these special items on that systems mentioned on the start of this thread.
Im using TFS 0.4 trunk 3777 r12.
PS: When i enchant (with fire,energy, etc) an item with special attributes it wont loose them even after the charges ran out... maybe could be a key to solve this (?).
also there is this function that claims my attention:
perhaps, could be a hint to solve this.
In advance, thanks for helping.
NPC - Private Shop System
and this NPC:
Lua:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser,msg = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid,string.lower(msg)
local weaponsTypes = {"head", "armor", "legs", "feet", "shield", "sword", "wand", "rod", "club", "axe", "distance", "ammunition", "others"}
if isInArray({'apprise', 'check', 'items', 'item', 'list'}, msg) then
local qry,k,str = db.getResult("SELECT `item_id`, `count`, `price` FROM `shop_npc` WHERE `player_id` = "..getPlayerGUID(cid)),0,"My Items Deposited:\n\n"
if(qry:getID() ~= -1) then
repeat
k = k + 1
str = str..""..qry:getDataInt("count").." "..getItemNameById(qry:getDataInt("item_id")).." - "..qry:getDataInt("price").." Gps "..(tonumber(qry:getDataInt("count")) > 1 and "Each" or "").."\n"
until not (qry:next()) or k >= _config_npc_shop.items_limit
qry:free()
doPlayerPopupFYI(cid, str)
else
selfSay("Currently you do not have items deposited in shop", cid)
end
elseif isInArray({'report', 'withdraw'}, msg) then
if getDepositNpc(cid) <= 0 then
selfSay("Sorry, but your balance is 0.", cid)
else
selfSay("You have "..getDepositNpc(cid).." gps deposited, you want to remove how many gps?", cid)
talkState[talkUser] = 8
end
elseif talkState[talkUser] == 8 then
if tonumber(msg) and tonumber(msg) > 0 and tonumber(msg) <= getDepositNpc(cid) then
setPlayerStorageValue(cid, _config_npc_shop.WithDraw_storage, (getDepositNpc(cid)-tonumber(msg)))
doPlayerAddMoney(cid, tonumber(msg))
selfSay("you withdrew "..msg.." gps, now you have "..getDepositNpc(cid).." of balance.", cid)
talkState[talkUser] = 0
else
selfSay("You can not remove that amount.", cid)
talkState[talkUser] = 0
end
elseif isInArray({'deposit', 'depositar', 'sell', 'selling','vender'}, msg) then
if getRowsShopByPlayer(getPlayerGUID(cid)) < _config_npc_shop.items_limit then
selfSay('Which item you want to put for sale?', cid)
talkState[talkUser] = 2
else
selfSay('Sorry, you can only add '.._config_npc_shop.items_limit..' items per time.', cid)
talkState[talkUser] = 0
end
elseif talkState[talkUser] == 2 then
name,item = msg,getItemByName(msg)
if msg == '' or tonumber(msg) or not item then
talkState[talkUser] = 0
selfSay("This item does not exist.", cid) return true
elseif not isItemMovable(item) or isInArray(_config_npc_shop.items_block, getItemIdByName(name)) then
talkState[talkUser] = 0
selfSay("you can not add this item.", cid) return true
end
item = getItemIdByName(name)
selfSay('how many of that item you want to add to the shop?', cid)
talkState[talkUser] = 3
elseif talkState[talkUser] == 3 then
if tonumber(msg) and tonumber(msg) > 0 and tonumber(msg) <= 100 and getPlayerItemCount(cid, item) >= tonumber(msg) then
count = tonumber(msg)
selfSay('very well, and that each item will cost how much?', cid)
talkState[talkUser] = 4
else
selfSay(getPlayerItemCount(cid, item) < tonumber(msg) and 'Sorry, but you not have '..msg..' items to deposit' or 'enter a valid number from 1 to 100.', cid)
end
elseif talkState[talkUser] == 4 then
if tonumber(msg) and tonumber(msg) > 0 and tonumber(msg) < 9999999 then
price = msg
selfSay('You really want to put {'..count..' '..name..'} per {'..price..'} gps '..(count > 1 and 'each' or '')..' for sale? Will cost '.. _config_npc_shop.each_deposit ..' by deposit, ok? {yes}', cid)
talkState[talkUser] = 6
else
selfSay('choose a valid number.', cid)
end
elseif msgcontains(msg, "yes") and talkState[talkUser] == 6 then
if doPlayerRemoveMoney(cid, _config_npc_shop.each_deposit) then
item,price = getItemIdByName(name),price
if doPlayerRemoveItem(cid, item, count) then
doAddItemShop(cid, item, count, getItemType(item), tonumber(price))
selfSay('Congratulations, the item was successfully added to the list and will be sold to date: '..os.date("%d %B %Y %X ", (os.time() + _config_npc_shop.days_limit*24*60*60))..'.', cid)
talkState[talkUser] = 0
else
selfSay('Sorry, but could not be completed because you do not have the items.', cid)
talkState[talkUser] = 0
end
else
selfSay('Sorry, but you do not have gps sufficient to deposit this item.', cid)
talkState[talkUser] = 0
end
elseif isInArray({'trade', 'comprar', 'buy', 'buying', 'shop'}, msg) then
selfSay('What type of item you want to buy: {head}, {armor}, {legs}, {feet}, {shield}, {sword}, {wand}, {rod}, {club}, {axe}, {distance}, {ammunition} ou {others} ?', cid)
talkState[talkUser] = 7
elseif talkState[talkUser] == 7 then
if isInArray(weaponsTypes, msg) then
if msg == "rod" then msg = "wand" end
local qry,trade,show = db.getResult("SELECT `id`, `player_id`, `item_id`, `count`, `price` FROM `shop_npc` WHERE `type` = "..db.escapeString(msg)),{},true
if(qry:getID() ~= -1) then
repeat
if not _config_npc_shop.ShowMyItems_shop and qry:getDataInt("player_id") == getPlayerGUID(cid) then
show = false
end
if show == true then
table.insert(trade,{id= qry:getDataInt("item_id"), buy= qry:getDataInt("price"), db= qry:getDataInt("id"), name= getItemNameById(qry:getDataInt("item_id")), amount = qry:getDataInt("count")})
end
until not(qry:next())
qry:free()
else
selfSay('Sorry, but there is no such item at the moment.', cid) return true
end
local items = {}
for _, item in ipairs(trade) do
items[item.id] = {item_id = item.id, buyPrice = item.buy, changeDb = item.db, subType = item.amount, realName = item.name}
end
local onBuy = function(cid, item, subType, amount, ignoreCap, inBackpacks)
if items[item].buyPrice ~= 0 and amount <= items[item].subType then
if isItemInShop(items[item].changeDb, amount) then
doPlayerRemoveMoney(cid, amount * items[item].buyPrice)
if isItemStackable(items[item].item_id) then
doPlayerAddItem(cid, items[item].item_id, amount)
else
for i = 1, amount do
doPlayerAddItem(cid, items[item].item_id, 1)
end
end
local player,sell_price = getPlayerByNameWildcard(getPlayerByShopID(items[item].changeDb)),amount*items[item].buyPrice
if(not player) then
doSetDepositNpc(getPlayerGUIDByName(getPlayerByShopID(items[item].changeDb)), sell_price, "add")
local file = io.open(OfflineMessagesConfig.messageSavingDirectory .. getPlayerByShopID(items[item].changeDb) .. '.Gandhi', 'a+')
if(not file) then return true end
local msgfrom, msgoff = "[Npc Auction]",{"Were sold "..amount.." "..getItemNameById(items[item].item_id).." and you received "..sell_price.." gps by items."}
file:write(OfflineMessagesConfig.messageFormatString:format(os.date(OfflineMessagesConfig.dateFormatString), msgfrom, table.concat(msgoff, OfflineMessagesConfig.separatorAfterNickname)) .. '\n')
file:close()
else
setPlayerStorageValue(player,_config_npc_shop.WithDraw_storage, getDepositNpc(player)+sell_price)
doPlayerSendTextMessage(player, MESSAGE_STATUS_CONSOLE_ORANGE,"[Npc Auction] Were sold "..amount.." "..getItemNameById(items[item].item_id).." and you received "..sell_price.." gps by items.")
end
if amount == items[item].subType then
doDeleteShopItem(items[item].changeDb)
else
doRemoveShopItem(items[item].changeDb, amount)
end
closeShopWindow(cid)
else
selfSay('desculpe mas este item acabou de ser comprado.', cid)
closeShopWindow(cid)
end
else
selfSay('you can only buy '..items[item].subType..'x of items.', cid)
end
end
openShopWindow(cid, trade, onBuy, onSell)
else
selfSay('do not sell this item type.', cid)
end
elseif msg == "no" and talkState[talkUser] >= 1 then
selfSay("tudo bem então.", cid)
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
end
return true
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
trying to make them work properly with this random-stats mod [Mod] Random Item Stats
The bug is when someone deposit an item in auction/private shop the item loses its special attributes (attack speed, extra def, etc). So i need a way to save the current item's attributes and make possible trade these special items on that systems mentioned on the start of this thread.
Im using TFS 0.4 trunk 3777 r12.
PS: When i enchant (with fire,energy, etc) an item with special attributes it wont loose them even after the charges ran out... maybe could be a key to solve this (?).
also there is this function that claims my attention:
Lua:
function getContentDescription(uid, sep)
local ret, i, containers = '', 0, {}
while( i < getContainerSize(uid) )do
local v, s = getContainerItem(uid, i), ''
local k = getItemInfo(v.itemid)
k.name = getItemAttribute(v.uid, 'name') or k.name
if( k.name ~= '' )then
if( v.type > 1 and k.stackable and k.showCount )then
s = v.type .. ' ' .. k.plural
else
local article = getItemAttribute(v.uid, 'article') or k.article
s = (article == '' and '' or article .. ' ') .. k.name
end
ret = ret .. (i == 0 and not sep and '' or ', ') .. s
if( isContainer(v.uid) and getContainerSize(v.uid) ~= 0 )then
table.insert(containers, v.uid)
end
else
ret = ret .. (i == 0 and not sep and '' or ', ') .. 'an item of type ' .. v.itemid .. ', please report it to gamemaster'
end
i = i + 1
end
for i = 1, #containers do
ret = ret .. getContentDescription(containers[i], true)
end
return ret
end
In advance, thanks for helping.
Last edited: