Cant buy rods/wands/rings as my title says, using TFS 0.4..
Here are my scripts:
/npc/scripts/runes.lua
For NPC handler in lib!
Here are my scripts:
/npc/scripts/runes.lua
Code:
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
local shopModule = ShopModule:new()
npcHandler:addModule(shopModule)
shopModule:addBuyableItem({'spellbook'}, 2175, 150, 'spellbook')
shopModule:addBuyableItem({'small health'}, 8704, 20, 'small health potion')
shopModule:addBuyableItem({'health potion'}, 7618, 45, 'health potion')
shopModule:addBuyableItem({'mana potion'}, 7620, 50, 'mana potion')
shopModule:addBuyableItem({'strong health'}, 7588, 100, 'strong health potion')
shopModule:addBuyableItem({'strong mana'}, 7589, 80, 'strong mana potion')
shopModule:addBuyableItem({'great health'}, 7591, 190, 'great health potion')
shopModule:addBuyableItem({'great mana'}, 7590, 120, 'great mana potion')
shopModule:addBuyableItem({'great spirit'}, 8472, 190, 'great spirit potion')
shopModule:addBuyableItem({'ultimate health'}, 8473, 310, 'ultimate health potion')
shopModule:addBuyableItem({'antidote potion'}, 8474, 50, 'antidote potion')
shopModule:addSellableItem({'normal potion flask', 'normal flask'}, 7636, 5, 'empty small potion flask')
shopModule:addSellableItem({'strong potion flask', 'strong flask'}, 7634, 10, 'empty strong potion flask')
shopModule:addSellableItem({'great potion flask', 'great flask'}, 7635, 15, 'empty great potion flask')
shopModule:addBuyableItem({'blank rune'}, 2260, 10, 'blank rune')
shopModule:addBuyableItem({'animate dead'}, 2316, 375,1, 'animate dead rune')
shopModule:addBuyableItem({'antidote'}, 2266, 65,1, 'antidote rune')
shopModule:addBuyableItem({'avalanche'}, 2274, 180,4, 'avalanche rune')
shopModule:addBuyableItem({'chameleon'}, 2291, 210,1, 'chameleon rune')
shopModule:addBuyableItem({'convince creature'}, 2290, 80,1, 'convince creature rune')
shopModule:addBuyableItem({'desintegrate'}, 2310, 80,3, 'desintegrate rune')
shopModule:addBuyableItem({'destroy field'}, 2261, 45,3, 'destroy field')
shopModule:addBuyableItem({'energy bomb'}, 2262, 325,2, 'energy bomb rune')
shopModule:addBuyableItem({'energy field'}, 2277, 115,3, 'energy field')
shopModule:addBuyableItem({'energy wall'}, 2279, 340,4, 'energy wall rune')
shopModule:addBuyableItem({'explosion'}, 2313, 190,6, 'explosion rune')
shopModule:addBuyableItem({'fire bomb'}, 2305, 235,2, 'fire bomb rune')
shopModule:addBuyableItem({'fire field'}, 2301, 85,3, 'fire field rune')
shopModule:addBuyableItem({'fire wall'}, 2303, 245,4, 'fire wall rune')
shopModule:addBuyableItem({'fireball'}, 2302, 150,5, 'fire ball')
shopModule:addBuyableItem({'great fireball'}, 2304, 180,4, 'great fireball rune')
shopModule:addBuyableItem({'heavy magic missile'}, 2311, 120,10, 'heavy magic missile rune')
shopModule:addBuyableItem({'holy missile missile'}, 2295, 80,5, 'holy missile rune')
shopModule:addBuyableItem({'icicle'}, 2271, 150,5, 'icicle rune')
shopModule:addBuyableItem({'intense healing'}, 2265, 95,1, 'intense healing rune')
shopModule:addBuyableItem({'light magic missile'}, 2287, 40,10, 'light magic missile rune')
shopModule:addBuyableItem({'magic wall'}, 2293, 350,3, 'magic wall rune')
shopModule:addBuyableItem({'paralyze'}, 2278, 700,1, 'paralyze rune')
shopModule:addBuyableItem({'poison bomb'}, 2286, 170,2, 'poison bomb rune')
shopModule:addBuyableItem({'poison field'}, 2285, 65,3, 'poison field')
shopModule:addBuyableItem({'poison wall'}, 2289, 210,4, 'poison wall rune')
shopModule:addBuyableItem({'soulfire'}, 2308, 140,3, 'soulfire rune')
shopModule:addBuyableItem({'stalagmite'}, 2292, 120,10, 'stalagmite rune')
shopModule:addBuyableItem({'stone shower'}, 2288, 150,4, 'stoneshower rune')
shopModule:addBuyableItem({'sudden death'}, 2268, 325,1, 'sudden death rune')
shopModule:addBuyableItem({'thunderstorm'}, 2315, 150,4, 'thunderstorm rune')
shopModule:addBuyableItem({'ultimate healing'}, 2273, 175,3, 'ultimate healing rune')
shopModule:addBuyableItem({'wild growth'}, 2269, 320,2, 'wild growth rune')
shopModule:addBuyableItemContainer({'bp blank'}, 1998, 2260, 220, 1, 'bp blank rune')
shopModule:addBuyableItemContainer({'bp animate dead'}, 1998, 2316, 7520, 1, 'bp animate dead rune')
shopModule:addBuyableItemContainer({'bp antidote'}, 2003, 2266, 1320, 1, 'bp antidote rune')
shopModule:addBuyableItemContainer({'bp avalanche'}, 2002, 2274, 3620,4, 'bp avalanche rune')
shopModule:addBuyableItemContainer({'bp chameleon'}, 1998, 2291, 4220,1, 'bp chameleon rune')
shopModule:addBuyableItemContainer({'bp convince creature'}, 1998, 2290, 1620,1, 'bp convince creature rune')
shopModule:addBuyableItemContainer({'bp desintegrate'}, 2001, 2310, 1620,3, 'bp desintegrate rune')
shopModule:addBuyableItemContainer({'bp destroy field'}, 2003, 2261, 920,3, 'bp destroy field')
shopModule:addBuyableItemContainer({'bp energy bomb'}, 2003, 2262, 6520,2, 'bp energy bomb rune')
shopModule:addBuyableItemContainer({'bp energy field'}, 1998, 2277, 2320,3, 'bp energy field')
shopModule:addBuyableItemContainer({'bp energy wall'}, 2002, 2279, 6820,4, 'bp energy wall rune')
shopModule:addBuyableItemContainer({'bp explosion'}, 2001, 2313, 3820,6, 'bp explosion rune')
shopModule:addBuyableItemContainer({'bp fire bomb'}, 2000, 2305, 4720,2, 'bp fire bomb rune')
shopModule:addBuyableItemContainer({'bp fire field'}, 2000, 2301, 1720,3, 'bp fire field rune')
shopModule:addBuyableItemContainer({'bp fire wall'}, 2000, 2303, 4920,4, 'bp fire wall rune')
shopModule:addBuyableItemContainer({'bp fireball'}, 2000, 2302, 3020,5, 'bp fire ball')
shopModule:addBuyableItemContainer({'bp great fireball'}, 2000, 2304, 3620,4, 'bp great fireball rune')
shopModule:addBuyableItemContainer({'bp heavy magic missile'}, 2001, 2311, 2420,10, 'bp heavy magic missile rune')
shopModule:addBuyableItemContainer({'bp holy missile'}, 1999, 2295, 1600,5, 'bp holy missile rune')
shopModule:addBuyableItemContainer({'bp icicle'}, 2002, 2271, 3020,5, 'bp icicle rune')
shopModule:addBuyableItemContainer({'bp intense healing'}, 2003, 2265, 1920,1, 'bp intense healing rune')
shopModule:addBuyableItemContainer({'bp light magic missile'}, 1998, 2287, 820,10, 'bp light magic missile rune')
shopModule:addBuyableItemContainer({'bp magic wall'}, 1999, 2293, 7020,3, 'bp magic wall rune')
shopModule:addBuyableItemContainer({'bp paralyze'}, 2002, 2278, 1420,1, 'bp paralyze rune')
shopModule:addBuyableItemContainer({'bp poison bomb'}, 1998, 2286, 3420,2, 'bp poison bomb rune')
shopModule:addBuyableItemContainer({'bp poison field'}, 1998, 2285, 1320,3, 'bp poison field')
shopModule:addBuyableItemContainer({'bp poison wall'}, 1998, 2289, 4220,4, 'bp poison wall rune')
shopModule:addBuyableItemContainer({'bp soulfire'}, 2000, 2308, 2820,3, 'bp soulfire rune')
shopModule:addBuyableItemContainer({'bp stalagmite'}, 1998, 2292, 2400,10, 'bp stalagmite rune')
shopModule:addBuyableItemContainer({'bp stone shower'}, 1999, 2288, 3020,4, 'bp stoneshower rune')
shopModule:addBuyableItemContainer({'bp sudden death'}, 2003, 2268, 6520,3, 'bp sudden death rune')
shopModule:addBuyableItemContainer({'bp thunderstorm'}, 1999, 2315, 3020,4, 'bp thunderstorm rune')
shopModule:addBuyableItemContainer({'bp ultimate healing'}, 2002, 2273, 3520,3, 'bp ultimate healing rune')
shopModule:addBuyableItemContainer({'bp wild growth'}, 2002, 2269, 6420,2, 'bp wild growth rune')
shopModule:addBuyableItemContainer({'bp slhp'}, 2000, 8704, 400, 1, 'backpack of small health potions')
shopModule:addBuyableItemContainer({'bp hp'}, 2000, 7618, 900, 1, 'backpack of health potions')
shopModule:addBuyableItemContainer({'bp mp'}, 2001, 7620, 1000, 1, 'backpack of mana potions')
shopModule:addBuyableItemContainer({'bp shp'}, 2000, 7588, 2000, 1, 'backpack of strong health potions')
shopModule:addBuyableItemContainer({'bp smp'}, 2001, 7589, 1600, 1, 'backpack of strong mana potions')
shopModule:addBuyableItemContainer({'bp ghp'}, 2000, 7591, 3800, 1, 'backpack of great health potions')
shopModule:addBuyableItemContainer({'bp gmp'}, 2001, 7590, 2400, 1, 'backpack of great mana potions')
shopModule:addBuyableItemContainer({'bp gsp'}, 1999, 8472, 3800, 1, 'backpack of great spirit potions')
shopModule:addBuyableItemContainer({'bp uhp'}, 2000, 8473, 6200, 1, 'backpack of ultimate health potions')
shopModule:addBuyableItemContainer({'bp ap'}, 2002, 8474, 2000, 1, 'backpack of antidote potions')
shopModule:addBuyableItem({'wand of vortex', 'vortex'}, 2190, 500, 'wand of vortex')
shopModule:addBuyableItem({'wand of dragonbreath', 'dragonbreath'}, 2191, 1000, 'wand of dragonbreath')
shopModule:addBuyableItem({'wand of decay', 'decay'}, 2188, 5000, 'wand of decay')
shopModule:addBuyableItem({'wand of draconia', 'draconia'}, 8921, 7500, 'wand of draconia')
shopModule:addBuyableItem({'wand of cosmic energy', 'cosmic energy'}, 2189, 10000, 'wand of cosmic energy')
shopModule:addBuyableItem({'wand of inferno', 'inferno'}, 2187, 15000, 'wand of inferno')
shopModule:addBuyableItem({'wand of starstorm', 'starstorm'}, 8920, 18000, 'wand of starstorm')
shopModule:addBuyableItem({'wand of voodoo', 'voodoo'}, 8922, 22000, 'wand of voodoo')
shopModule:addBuyableItem({'snakebite rod', 'snakebite'}, 2182, 500, 'snakebite rod')
shopModule:addBuyableItem({'moonlight rod', 'moonlight'}, 2186, 1000, 'moonlight rod')
shopModule:addBuyableItem({'necrotic rod', 'necrotic'}, 2185, 5000, 'necrotic rod')
shopModule:addBuyableItem({'northwind rod', 'northwind'}, 8911, 7500, 'northwind rod')
shopModule:addBuyableItem({'terra rod', 'terra'}, 2181, 10000, 'terra rod')
shopModule:addBuyableItem({'hailstorm rod', 'hailstorm'}, 2183, 15000, 'hailstorm rod')
shopModule:addBuyableItem({'springsprout rod', 'springsprout'}, 8912, 18000, 'springsprout rod')
shopModule:addBuyableItem({'underworld rod', 'underworld'}, 8910, 22000, 'underworld rod')
shopModule:addSellableItem({'wand of vortex', 'vortex'}, 2190, 250, 'wand of vortex')
shopModule:addSellableItem({'wand of dragonbreath', 'dragonbreath'}, 2191, 500, 'wand of dragonbreath')
shopModule:addSellableItem({'wand of decay', 'decay'}, 2188, 2500, 'wand of decay')
shopModule:addSellableItem({'wand of draconia', 'draconia'}, 8921, 3750, 'wand of draconia')
shopModule:addSellableItem({'wand of cosmic energy', 'cosmic energy'}, 2189, 5000, 'wand of cosmic energy')
shopModule:addSellableItem({'wand of inferno', 'inferno'},2187, 7500, 'wand of inferno')
shopModule:addSellableItem({'wand of starstorm', 'starstorm'}, 8920, 9000, 'wand of starstorm')
shopModule:addSellableItem({'wand of voodoo', 'voodoo'}, 8922, 11000, 'wand of voodoo')
shopModule:addSellableItem({'snakebite rod', 'snakebite'}, 2182, 250,'snakebite rod')
shopModule:addSellableItem({'moonlight rod', 'moonlight'}, 2186, 500, 'moonlight rod')
shopModule:addSellableItem({'necrotic rod', 'necrotic'}, 2185, 2500, 'necrotic rod')
shopModule:addSellableItem({'northwind rod', 'northwind'}, 8911, 3750, 'northwind rod')
shopModule:addSellableItem({'terra rod', 'terra'}, 2181, 5000, 'terra rod')
shopModule:addSellableItem({'hailstorm rod', 'hailstorm'}, 2183, 7500, 'hailstorm rod')
shopModule:addSellableItem({'springsprout rod', 'springsprout'}, 8912, 9000, 'springsprout rod')
shopModule:addSellableItem({'underworld rod', 'underworld'}, 8910, 11000, 'underworld rod')
npcHandler:addModule(FocusModule:new())
For NPC handler in lib!
Code:
-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.
if(NpcHandler == nil) then
-- Constant talkdelay behaviors.
TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
TALKDELAY_EVENT = 2 -- Not yet implemented
-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK
-- Constant conversation behaviors.
CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
--Small Note: Private conversations also means the NPC will use multi-focus system.
-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE
-- Constant indexes for defining default messages.
MESSAGE_GREET = 1 -- When the player greets the npc.
MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.
MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.
MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk.
MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.
MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something.
MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk.
MESSAGE_SOLD = 8 -- When the player sold something through the shop window.
MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.
MESSAGE_MISSINGITEM = 10 -- When the player is trying to sell an item he does not have.
MESSAGE_NEEDMONEY = 11 -- Same as above, used for shop window.
MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.
MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item
MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space
MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.
MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.
MESSAGE_DECLINE = 17 -- When the player says no to something.
MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player
MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any
MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window
MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.
MESSAGE_PLACEDINQUEUE = 22 -- When the player has been placed in the costumer queue.
-- Constant indexes for callback functions. These are also used for module callback ids.
CALLBACK_CREATURE_APPEAR = 1
CALLBACK_CREATURE_DISAPPEAR = 2
CALLBACK_CREATURE_SAY = 3
CALLBACK_ONTHINK = 4
CALLBACK_GREET = 5
CALLBACK_FAREWELL = 6
CALLBACK_MESSAGE_DEFAULT = 7
CALLBACK_PLAYER_ENDTRADE = 8
CALLBACK_PLAYER_CLOSECHANNEL = 9
CALLBACK_ONBUY = 10
CALLBACK_ONSELL = 11
-- Addidional module callback ids
CALLBACK_MODULE_INIT = 12
CALLBACK_MODULE_RESET = 13
-- Constant strings defining the keywords to replace in the default messages.
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'
NpcHandler = {
keywordHandler = nil,
focuses = nil,
talkStart = nil,
idleTime = 300,
talkRadius = 3,
talkDelayTime = 350, -- Seconds to delay outgoing messages.
queue = nil,
talkDelay = nil,
callbackFunctions = nil,
modules = nil,
shopItems = nil, -- They must be here since ShopModule uses "static" functions
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = 'Welcome, |PLAYERNAME|! I have been expecting you.',
[MESSAGE_FAREWELL] = 'Good bye, |PLAYERNAME|!',
[MESSAGE_BUY] = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONBUY] = 'It was a pleasure doing business with you.',
[MESSAGE_BOUGHT] = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_SELL] = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONSELL] = 'Thank you for this |ITEMNAME|, |PLAYERNAME|.',
[MESSAGE_SOLD] = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_MISSINGMONEY] = 'Sorry, you don\'t have enough money.',
[MESSAGE_MISSINGITEM] = 'You don\'t even have that item, |PLAYERNAME|!',
[MESSAGE_NEEDMONEY] = 'You do not have enough money.',
[MESSAGE_NEEDITEM] = 'You do not have this object.',
[MESSAGE_NEEDSPACE] = 'You do not have enough capacity.',
[MESSAGE_NEEDMORESPACE] = 'You do not have enough capacity for all items.',
[MESSAGE_IDLETIMEOUT] = 'Next, please!',
[MESSAGE_WALKAWAY] = 'How rude!',
[MESSAGE_DECLINE] = 'Not good enough, is it... ?',
[MESSAGE_SENDTRADE] = 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
[MESSAGE_NOSHOP] = 'Sorry, I\'m not offering anything.',
[MESSAGE_ONCLOSESHOP] = 'Thank you, come back when you want something more.',
[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',
[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
}
}
-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.messages = {}
obj.keywordHandler = keywordHandler
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
obj.focuses = {}
obj.talkStart = {}
else
obj.queue = Queue:new(obj)
obj.focuses = 0
obj.talkStart = 0
end
obj.callbackFunctions = {}
obj.modules = {}
obj.talkDelay = {}
obj.shopItems = {}
setmetatable(obj.messages, self.messages)
self.messages.__index = self.messages
setmetatable(obj, self)
self.__index = self
return obj
end
-- Re-defines the maximum idle time allowed for a player when talking to this npc.
function NpcHandler:setMaxIdleTime(newTime)
self.idleTime = newTime
end
-- Attackes a new keyword handler to this npchandler
function NpcHandler:setKeywordHandler(newHandler)
self.keywordHandler = newHandler
end
-- Function used to change the focus of this npc.
function NpcHandler:addFocus(newFocus)
if(not isCreature(newFocus)) then
return
end
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(self:isFocused(newFocus, true)) then
return
end
table.insert(self.focuses, newFocus)
else
self.focuses = newFocus
end
self:updateFocus(true)
end
NpcHandler.changeFocus = NpcHandler.addFocus -- "changeFocus" looks better for CONVERSATION_DEFAULT
-- Function used to verify if npc is focused to certain player
function NpcHandler:isFocused(focus, creatureCheck)
local creatureCheck = creatureCheck or false
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for k, v in pairs(self.focuses) do
if(v == focus) then
if(creatureCheck or isCreature(v)) then
return true
end
self:unsetFocus(focus, k)
return false
end
end
return false
end
if(creatureCheck or isCreature(self.focuses)) then
return self.focuses == focus
end
self:changeFocus(0)
return false
end
-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
-- Should also be called whenever a new player is focused.
function NpcHandler:updateFocus(creatureCheck)
local creatureCheck = creatureCheck or false
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for _, focus in pairs(self.focuses) do
if(creatureCheck or isCreature(focus)) then
doNpcSetCreatureFocus(focus)
return
end
end
elseif(creatureCheck or isCreature(self.focuses)) then
doNpcSetCreatureFocus(self.focuses)
return
end
doNpcSetCreatureFocus(0)
end
-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(not self:isFocused(focus)) then
return
end
local pos = nil
for k, v in pairs(self.focuses) do
if(v == focus) then
pos = k
end
end
if(pos ~= nil) then
closeShopWindow(focus)
self:unsetFocus(focus, pos)
end
elseif(self.focuses == focus) then
if(isCreature(focus)) then
closeShopWindow(focus)
end
self:changeFocus(0)
end
end
-- Internal un-focusing function, beware using!
function NpcHandler:unsetFocus(focus, pos)
if(type(self.focuses) ~= "table" or pos == nil or self.focuses[pos] == nil) then
return
end
table.remove(self.focuses, pos)
self.talkStart[focus] = nil
self:updateFocus()
end
-- Returns the callback function with the specified id or nil if no such callback function exists.
function NpcHandler:getCallback(id)
local ret = nil
if(self.callbackFunctions ~= nil) then
ret = self.callbackFunctions[id]
end
return ret
end
-- Changes the callback function for the given id to callback.
function NpcHandler:setCallback(id, callback)
if(self.callbackFunctions ~= nil) then
self.callbackFunctions[id] = callback
end
end
-- Adds a module to this npchandler and inits it.
function NpcHandler:addModule(module)
if(self.modules == nil or module == nil) then
return false
end
module:init(self)
if(module.parseParameters ~= nil) then
module:parseParameters()
end
table.insert(self.modules, module)
return true
end
-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
function NpcHandler:processModuleCallback(id, ...)
local ret = true
for _, module in pairs(self.modules) do
local tmpRet = true
if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
tmpRet = module:callbackOnCreatureAppear(...)
elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
tmpRet = module:callbackOnCreatureDisappear(...)
elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
tmpRet = module:callbackOnCreatureSay(...)
elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
tmpRet = module:callbackOnPlayerEndTrade(...)
elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
tmpRet = module:callbackOnPlayerCloseChannel(...)
elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
tmpRet = module:callbackOnBuy(...)
elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
tmpRet = module:callbackOnSell(...)
elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
tmpRet = module:callbackOnThink(...)
elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
tmpRet = module:callbackOnGreet(...)
elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
tmpRet = module:callbackOnFarewell(...)
elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
tmpRet = module:callbackOnMessageDefault(...)
elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
tmpRet = module:callbackOnModuleReset(...)
end
if(not tmpRet) then
ret = false
break
end
end
return ret
end
-- Returns the message represented by id.
function NpcHandler:getMessage(id)
local ret = nil
if(self.messages ~= nil) then
ret = self.messages[id]
end
return ret
end
-- Changes the default response message with the specified id to newMessage.
function NpcHandler:setMessage(id, newMessage)
if(self.messages ~= nil) then
self.messages[id] = newMessage
end
end
-- Translates all message tags found in msg using parseInfo
function NpcHandler:parseMessage(msg, parseInfo)
for search, replace in pairs(parseInfo) do
if(replace ~= nil) then
msg = msg:gsub(search, replace)
end
end
return msg
end
-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end
local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_FAREWELL)
msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 })
self:resetNpc(cid)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self:say(msg, cid, 0, true)
msg = msg:gsub('{', ''):gsub('}', '')
local ghost, position = isPlayerGhost(cid), getThingPosition(getNpcId())
local spectators, nid = getSpectators(position, 7, 7), getNpcId()
for _, pid in ipairs(spectators) do
if(isPlayer(pid) and pid ~= cid) then
if(NPCHANDLER_TALKDELAY ~= TALKDELAY_NONE) then
addEvent(doCreatureSay, self.talkDelayTime, nid, msg, TALKTYPE_SAY, ghost, pid, position)
else
doCreatureSay(nid, msg, TALKTYPE_SAY, ghost, pid, position)
end
end
end
else
self:say(msg)
end
self:releaseFocus(cid)
end
end
end
end
-- Greets a new player.
function NpcHandler:greet(cid)
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:getMessage(MESSAGE_GREET)
msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getCreatureName(cid) })
self:addFocus(cid)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self:say(msg, cid, 0, true)
msg = msg:gsub('{', ''):gsub('}', '')
local ghost, position = isPlayerGhost(cid), getThingPosition(getNpcId())
local spectators, nid = getSpectators(position, 7, 7), getNpcId()
for _, pid in ipairs(spectators) do
if(isPlayer(pid) and pid ~= cid) then
if(NPCHANDLER_TALKDELAY ~= TALKDELAY_NONE) then
addEvent(doCreatureSay, self.talkDelayTime, nid, msg, TALKTYPE_SAY, ghost, pid, position)
else
doCreatureSay(nid, msg, TALKTYPE_SAY, ghost, pid, position)
end
end
end
else
self:say(msg)
end
end
end
end
-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
function NpcHandler:onCreatureAppear(cid)
local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then
--
end
end
end
-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
function NpcHandler:onCreatureDisappear(cid)
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self:isFocused(cid)) then
self:unGreet(cid)
end
end
end
end
-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
function NpcHandler:onCreatureSay(cid, class, msg)
local callback = self:getCallback(CALLBACK_CREATURE_SAY)
if(callback == nil or callback(cid, class, msg)) then
if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
if(not self:isInRange(cid)) then
return
end
if(self.keywordHandler ~= nil) then
if((self:isFocused(cid) and (class == TALKTYPE_PRIVATE_PN or NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT)) or not self:isFocused(cid)) then
local ret = self.keywordHandler:processMessage(cid, msg)
if(not ret) then
local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
if(callback ~= nil and callback(cid, class, msg)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
elseif(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
end
end
end
end
-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
function NpcHandler:onPlayerEndTrade(cid)
local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid)) then
if(self:isFocused(cid)) then
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
self:say(msg, cid)
end
end
end
end
-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
function NpcHandler:onPlayerCloseChannel(cid)
local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid)) then
if(self:isFocused(cid)) then
self:unGreet(cid)
end
end
end
end
-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local callback = self:getCallback(CALLBACK_ONBUY)
if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
--
end
end
end
-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local callback = self:getCallback(CALLBACK_ONSELL)
if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
--
end
end
end
-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
function NpcHandler:onThink()
local callback = self:getCallback(CALLBACK_ONTHINK)
if(callback == nil or callback()) then
for i, speech in pairs(self.talkDelay) do
if((speech.cid == nil or speech.cid == 0) and speech.time ~= nil and speech.message ~= nil) then
if(os.mtime() >= speech.time) then
selfSay(speech.message)
self.talkDelay[i] = nil
end
elseif(isCreature(speech.cid) and speech.start ~= nil and speech.time ~= nil and speech.message ~= nil) then
if(os.mtime() >= speech.time) then
local talkStart = (NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT and self.talkStart[speech.cid] or self.talkStart)
if(speech.force or (self:isFocused(speech.cid) and talkStart == speech.start)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
selfSay(speech.message, speech.cid)
else
selfSay(speech.message)
end
end
self.talkDelay[i] = nil
end
else
self.talkDelay[i] = nil
end
end
if(self:processModuleCallback(CALLBACK_ONTHINK)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for _, focus in pairs(self.focuses) do
if(focus ~= nil) then
if(not self:isInRange(focus)) then
self:onWalkAway(focus)
elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
self:unGreet(focus)
else
self:updateFocus()
end
end
end
elseif(self.focuses ~= 0) then
if(not self:isInRange(self.focuses)) then
self:onWalkAway(self.focuses)
elseif((os.time() - self.talkStart) > self.idleTime) then
self:unGreet(self.focuses)
else
self:updateFocus()
end
end
end
end
end
-- Tries to greet the player with the given cid.
function NpcHandler:onGreet(cid)
if(self:isInRange(cid)) then
if(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then
if(not self:isFocused(cid)) then
self:greet(cid)
return
end
elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) then
if(self.focuses == 0) then
self:greet(cid)
elseif(self.focuses == cid) then
local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
else
if(not self.queue:isInQueue(cid)) then
self.queue:push(cid)
end
local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
end
end
end
end
-- Simply calls the underlying unGreet function.
function NpcHandler:onFarewell(cid)
self:unGreet(cid)
end
-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
function NpcHandler:onWalkAway(cid)
if(self:isFocused(cid)) then
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_WALKAWAY)
self:resetNpc(cid)
self:say(self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 }))
self:releaseFocus(cid)
end
end
end
end
end
-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
if not isPlayer(cid) then
return false
end
local distance = getNpcDistanceTo(cid) or -1
return distance ~= -1 and distance <= self.talkRadius
end
-- Resets the npc into it's initial state (in regard of the keyrodhandler).
-- All modules are also receiving a reset call through their callbackOnModuleReset function.
function NpcHandler:resetNpc(cid)
if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
self.keywordHandler:reset(cid)
end
end
-- Makes the npc represented by this instance of NpcHandler say something.
-- This implements the currently set type of talkdelay.
function NpcHandler:say(message, focus, delay, force)
local delay = delay or 0
if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or delay <= 0) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
selfSay(message, focus)
else
selfSay(message)
end
return
end
-- TODO: Add an event handling method for delayed messages
table.insert(self.talkDelay, {
id = getNpcId(),
cid = focus,
message = message,
time = os.mtime() + (delay and delay or self.talkDelayTime),
start = os.time(),
force = force or false
})
end
end