_state = 0
_count = 0
_index = 0
_delay = 1000
items = {}
items[0] = {name = 'blank rune', id = 2260, subtype = -1, sell = 10, buy = -1}
items[1] = {name = 'life ring', id = 2168, subtype = -1, sell = 900, buy = -1}
items[2] = {name = 'crystal ball', id = 2192, subtype = -1, sell = 530, buy = 190}
items[3] = {name = 'life crystal', id = 2177, subtype = -1, sell = 900, buy = 85}
items[4] = {name = 'mind stone', id = 2178, subtype = -1, sell = 900, buy = 170}
function getNext()
nextPlayer = getQueuedPlayer()
if (nextPlayer ~= nil) then
if (getDistanceToCreature(nextPlayer) <= 4) then
updateNpcIdle()
setNpcFocus(nextPlayer)
greet(nextPlayer, _delay * 3)
return
else
getNext()
end
end
setNpcFocus(0)
resetNpcIdle()
end
local function onActionItem(action)
if ((action == 'buy' and items[_index].sell == -1) or
(action == 'sell' and items[_index].buy == -1)) then
return
end
amount = ''
suffix = ''
plural = 'a'
if (_count > 1) then
amount = ' ' .. tostring(_count)
suffix = 's'
plural = ''
end
cost = items[_index].buy
if (action == 'buy') then
cost = items[_index].sell
end
selfSay('Do you want to ' .. action .. ' ' .. plural .. amount .. ' ' .. items[_index].name .. suffix .. ' for ' .. cost .. ' gold?')
end
function _selfSay(message)
selfSay(message, _delay)
updateNpcIdle()
end
local function greet(cid, delay)
selfSay('Hi there ' .. getCreatureName(cid) .. '.', delay)
end
function onCreatureAppear(cid)
end
function onCreatureDisappear(cid)
if (getNpcFocus() == cid) then
selfSay('See you.', _delay)
getNext()
else
unqueuePlayer(cid)
end
end
function onCreatureMove(cid, oldPos, newPos)
if (getNpcFocus() == cid) then
faceCreature(cid)
end
end
function onCreatureSay(cid, type, msg)
if (getNpcFocus() == 0) then
if ((msgcontains(msg, 'hi') or msgcontains(msg, 'hello')) and getDistanceToCreature(cid) <= 4) then
updateNpcIdle()
setNpcFocus(cid)
greet(cid, _delay)
end
elseif (getNpcFocus() ~= cid) then
if ((msgcontains(msg, 'hi') or msgcontains(msg, 'hello')) and getDistanceToCreature(cid) <= 4) then
selfSay('Just wait, ' .. getCreatureName(cid) .. '.', _delay)
queuePlayer(cid)
end
else
if (msgcontains(msg, 'bye')) then
selfSay('See you.', _delay)
getNext()
elseif (msgcontains(msg, 'name')) then
_selfSay('I am Alexander.')
elseif (msgcontains(msg, 'job')) then
_selfSay('I trade with runes and other magic items.')
elseif (msgcontains(msg, 'time')) then
_selfSay('It\'s ' .. getTibiaTime() .. ' right now.')
elseif (msgcontains(msg, 'king') or msgcontains(msg, 'tibianus')) then
_selfSay('The king has not much interest in magic items as far as I know.')
elseif (msgcontains(msg, 'army')) then
_selfSay('The army uses weapons and armor rather then items of magic.')
elseif (msgcontains(msg, 'ferumbras')) then
_selfSay('A hero has to be well prepared to face this threat.')
elseif (msgcontains(msg, 'excalibug')) then
_selfSay('Ah, I would trade a fortune for this fabulous item.')
elseif (msgcontains(msg, 'thais')) then
_selfSay('I am glad the king founded this academy far away from the mundane troubles of Thais')
elseif (msgcontains(msg, 'tibia')) then
_selfSay('The world is filled with wonderous places and items.')
elseif (msgcontains(msg, 'carlin')) then
_selfSay('I heard it\'s a city of druids.')
elseif (msgcontains(msg, 'edron')) then
_selfSay('In our town, science and arts are thriving.')
elseif (msgcontains(msg, 'news') or msgcontains(msg, 'rumors')) then
_selfSay('Ask for news and rumors in the tavern.')
elseif (msgcontains(msg, 'offer') or msgcontains(msg, 'goods')) then
_selfSay('I\'m selling runes, life rings, wands, rods and crystal balls.')
elseif (msgcontains(msg, 'rune') and not(msgcontains(msg, 'blank'))) then
_selfSay('I sell blank runes and spell runes.')
elseif (_state == 1) then
if (msgcontains(msg, 'yes')) then
if (doPlayerRemoveMoney(cid, items[_index].sell * _count) == 1) then
for i = 1, _count do
doPlayerAddItem(cid, items[_index].id, items[_index].subtype)
end
selfSay('Here you are.', _delay)
else
selfSay('Come back, when you have enough money.', _delay)
end
updateNpcIdle()
else
selfSay('Hmm, but next time.', _delay)
end
_state = 0
elseif (_state == 2) then
if (msgcontains(msg, 'yes')) then
if (doPlayerRemoveItem(cid, items[_index].id, _count, items[_index].subtype) == 1) then
doPlayerAddMoney(cid, items[_index].buy * _count)
selfSay('Ok. Here is your money.')
else
if (count > 1) then
selfSay('Sorry, you do not have so many.', _delay)
else
selfSay('Sorry, you do not have one.', _delay)
end
end
updateNpcIdle()
else
selfSay('Maybe next time.', _delay)
end
_state = 0
else
for n = 0, table.getn(items) do
if (msgcontains(msg, items[n].name) or msgcontains(msg, items[n].name .. "s")) then
_count = getCount(msg)
_index = n
if (msgcontains(msg, 'sell')) then
onActionItem('sell')
_state = 2
else
onActionItem('buy')
_state = 1
end
updateNpcIdle()
break
end
end
end
end
end
function onThink()
if (getNpcFocus() ~= 0) then
if (isNpcIdle() or getDistanceToCreature(getNpcFocus()) > 4) then
selfSay('See you.', _delay)
getNext()
end
end
end