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Solved Cant buy rods/wands/rings..

Zt0ffe

New Member
Joined
Sep 26, 2008
Messages
341
Reaction score
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Location
Sweden
Cant buy rods/wands/rings as my title says, using TFS 0.4..

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
 
Code:
shopModule:addBuyableItem({'wand of vortex', 'vortex'}, 2190, 500, [COLOR=#ff0000]1[/COLOR], 'wand of vortex')
shopModule:addBuyableItem({'wand of dragonbreath', 'dragonbreath'}, 2191, 1000, [COLOR=#ff0000]1[/COLOR], 'wand of dragonbreath')
shopModule:addBuyableItem({'wand of decay', 'decay'}, 2188, 5000, [COLOR=#ff0000]1[/COLOR], 'wand of decay')
shopModule:addBuyableItem({'wand of draconia', 'draconia'}, 8921, 7500, [COLOR=#ff0000]1[/COLOR], 'wand of draconia')
shopModule:addBuyableItem({'wand of cosmic energy', 'cosmic energy'}, 2189, 10000, [COLOR=#ff0000]1[/COLOR], 'wand of cosmic energy')
shopModule:addBuyableItem({'wand of inferno', 'inferno'}, 2187, 15000, [COLOR=#ff0000]1[/COLOR], 'wand of inferno')
shopModule:addBuyableItem({'wand of starstorm', 'starstorm'}, 8920, 18000, [COLOR=#ff0000]1[/COLOR], 'wand of starstorm')
shopModule:addBuyableItem({'wand of voodoo', 'voodoo'}, 8922, 22000, [COLOR=#ff0000]1[/COLOR], 'wand of voodoo')

shopModule:addBuyableItem({'snakebite rod', 'snakebite'}, 2182, 500, [COLOR=#ff0000]1[/COLOR], 'snakebite rod')
shopModule:addBuyableItem({'moonlight rod', 'moonlight'}, 2186, 1000, [COLOR=#ff0000]1[/COLOR], 'moonlight rod')
shopModule:addBuyableItem({'necrotic rod', 'necrotic'}, 2185, 5000, [COLOR=#ff0000]1[/COLOR], 'necrotic rod')
shopModule:addBuyableItem({'northwind rod', 'northwind'}, 8911, 7500, [COLOR=#ff0000]1[/COLOR], 'northwind rod')
shopModule:addBuyableItem({'terra rod', 'terra'}, 2181, 10000, [COLOR=#ff0000]1[/COLOR], 'terra rod')
shopModule:addBuyableItem({'hailstorm rod', 'hailstorm'}, 2183, 15000, [COLOR=#ff0000]1[/COLOR], 'hailstorm rod')
shopModule:addBuyableItem({'springsprout rod', 'springsprout'}, 8912, 18000, [COLOR=#ff0000]1[/COLOR], 'springsprout rod')
shopModule:addBuyableItem({'underworld rod', 'underworld'}, 8910, 22000, [COLOR=#ff0000]1[/COLOR], 'underworld rod')
 
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