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Lua Exhausted on buying from npcs?

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Lucenzo

The Way You Move :)
Joined
Jan 29, 2011
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Location
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Was wondering if someone could edit the 2 scripts below and add exhausted between buying items, so randoms can't make the server lag with high cpu usage because of buy-spamming.

Lua:
function selfIdle()
	following = false
	attacking = false

	selfAttackCreature(0)
	target = 0
end

function selfSayChannel(cid, message)
	return selfSay(message, cid, false)
end

function selfMoveToCreature(id)
	if(not id or id == 0) then
		return
	end

	local t = getCreaturePosition(id)
	if(not t.x or t.x == nil) then
		return
	end

	selfMoveTo(t.x, t.y, t.z)
	return
end

function getNpcDistanceToCreature(id)
	if(not id or id == 0) then
		selfIdle()
		return nil
	end

	local c = getCreaturePosition(id)
	if(not c.x or c.x == 0) then
		return nil
	end

	local s = getCreaturePosition(getNpcId())
	if(not s.x or s.x == 0 or s.z ~= c.z) then
		return nil
	end

	return math.max(math.abs(s.x - c.x), math.abs(s.y - c.y))
end

function doMessageCheck(message, keyword)
	if(type(keyword) == "table") then
		return table.isStrIn(keyword, message)
	end

	local a, b = message:lower():find(keyword:lower())
	if(a ~= nil and b ~= nil) then
		return true
	end

	return false
end

function doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack)
	local amount = amount or 1
	local subType = subType or 1
	local ignoreCap = ignoreCap and true or false

	local item = 0
	if(isItemStackable(itemid)) then
		item = doCreateItemEx(itemid, amount)
		if(doPlayerAddItemEx(cid, item, ignoreCap) ~= RETURNVALUE_NOERROR) then
			return 0, 0
		end

		return amount, 0
	end

	local a = 0
	if(inBackpacks) then
		local container = doCreateItemEx(backpack, 1)
		local b = 1
		for i = 1, amount do
			item = doAddContainerItem(container, itemid, subType)
			if(itemid == ITEM_PARCEL) then
				doAddContainerItem(item, ITEM_LABEL)
			end

			if(isInArray({(getContainerCapById(backpack) * b), amount}, i)) then
				if(doPlayerAddItemEx(cid, container, ignoreCap) ~= RETURNVALUE_NOERROR) then
					b = b - 1
					break
				end

				a = i
				if(amount > i) then
					container = doCreateItemEx(backpack, 1)
					b = b + 1
				end
			end
		end

		return a, b
	end

	for i = 1, amount do
		item = doCreateItemEx(itemid, subType)
		if(itemid == ITEM_PARCEL) then
			doAddContainerItem(item, ITEM_LABEL)
		end

		if(doPlayerAddItemEx(cid, item, ignoreCap) ~= RETURNVALUE_NOERROR) then
			break
		end

		a = i
	end

	return a, 0
end

function doRemoveItemIdFromPos (id, n, position)
	local thing = getThingFromPos({x = position.x, y = position.y, z = position.z, stackpos = 1})
	if(thing.itemid == id) then
		doRemoveItem(thing.uid, n)
		return true
	end

	return false
end

function getNpcName()
	return getCreatureName(getNpcId())
end

function getNpcPos()
	return getCreaturePosition(getNpcId())
end

function selfGetPosition()
	local t = getNpcPos()
	return t.x, t.y, t.z
end

msgcontains = doMessageCheck
moveToPosition = selfMoveTo
moveToCreature = selfMoveToCreature
selfMoveToPosition = selfMoveTo
selfGotoIdle = selfIdle
isPlayerPremiumCallback = isPremium
doPosRemoveItem = doRemoveItemIdFromPos
doNpcBuyItem = doPlayerRemoveItem
doNpcSetCreatureFocus = selfFocus
getNpcCid = getNpcId
getDistanceTo = getNpcDistanceTo
getDistanceToCreature = getNpcDistanceToCreature

if not eventDelayedSay then eventDelayedSay = {} end
 
local func = function(pars)
        if isCreature(pars.cid) == TRUE and isPlayer(pars.pcid) == TRUE then
                doCreatureSay(pars.cid, pars.text, pars.type, false, pars.pcid, getCreaturePosition(pars.cid))
        end
end
 
function doCreatureSayWithDelay(cid, text, type, delay, e, pcid)
        if isCreature(cid) == TRUE and isPlayer(pcid) == TRUE then
                e.event = addEvent(func, delay < 1 and 1000 or delay, {cid=cid, text=text, type=type, e=e, pcid=pcid})
        end
end
 
function cancelNPCTalk(events)
        for i = 1, #events do
                stopEvent(events[i].event)
        end
        events = nil
end
 
function doNPCTalkALot(msgs, interval, pcid)
        if eventDelayedSay[pcid] then
                cancelNPCTalk(eventDelayedSay[pcid])
        end
        if isPlayer(pcid) == TRUE then
                eventDelayedSay[pcid] = {}
                local ret = {}
                for i = 1, #msgs do
                        eventDelayedSay[pcid][i] = {}
                        doCreatureSayWithDelay(getNpcCid(), msgs[i], TALKTYPE_PRIVATE_NP, ((i-1) * (interval or 10000)) + 1000, eventDelayedSay[pcid][i], pcid)
                        table.insert(ret, eventDelayedSay[pcid][i])
                end
                return(ret)
        end
end
        function customCallbackOnBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks, shopWindow)
                local shopItem, npcHandler = nil, NpcHandler
                for _, item in ipairs(shopWindow) do
                        if not item.subType then
                                item.subType = (isItemFluidContainer(item.id) == TRUE or isItemStackable(item.id) == TRUE) and 0 or 1
                        end
                        if(item.id == itemid and (item.subType == subType)) then
                                shopItem = item
                                break
                        end
                end
 
                if(shopItem == nil) then
                        error("[ShopModule.onBuy]", "Item not found on shopItems list")
                        return false
                end
 
                if(shopItem.buy < 0) then
                        error("[ShopModule.onSell]", "Attempt to purchase an item which is only sellable")
                        return false
                end
 
                local backpack, totalCost = 1988, amount * shopItem.buy
                if(inBackpacks) then
                        totalCost = isItemStackable(itemid) == TRUE and totalCost + 20 or totalCost + (math.max(1, math.floor(amount / getContainerCapById(backpack))) * 20)
                end
 
                if(getPlayerMoney(cid) < totalCost) then
                        doPlayerSendCancel(cid, npcHandler:parseMessage(npcHandler:getMessage(MESSAGE_NEEDMONEY), {[TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = totalCost, [TAG_ITEMNAME] = shopItem.name}))
                        return false
                end
 
                local subType = shopItem.subType or isItemFluidContainer(itemid) == TRUE and 0 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
 
                        doPlayerSendCancel(cid, npcHandler:parseMessage(npcHandler:getMessage(msgId), {[TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = totalCost, [TAG_ITEMNAME] = shopItem.name, [TAG_ITEMCOUNT] = a}))
 
                        if(a > 0) then
                                doPlayerRemoveMoney(cid, ((a * shopItem.buy) + (b * 20)))
                                return true
                        end
 
                        return false
                end
                doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, npcHandler:parseMessage(npcHandler:getMessage(MESSAGE_BOUGHT), {[TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = totalCost, [TAG_ITEMNAME] = shopItem.name}))
                doPlayerRemoveMoney(cid, totalCost)
 
                return true
        end
       
        function customCallbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks, shopWindow)
                local shopItem, npcHandler, subType = nil, NpcHandler, subType or 0
                for _, item in ipairs(shopWindow) do
                        item.subType = not item.subType and 0 or item.subType
                        if(item.id == itemid and (isItemFluidContainer(itemid) == FALSE or isItemFluidContainer(itemid) == TRUE and item.subType == subType)) then
                                shopItem = item
                                break
                        end
                end
 
                if(shopItem == nil) then
                        error("[ShopModule.onBuy]", "Item not found on shopItems list")
                        return false
                end
 
                if(shopItem.sell < 0) then
                        error("[ShopModule.onSell]", "Attempt to sell an item which is only buyable")
                        return false
                end
 
                if(doPlayerRemoveItem(cid, itemid, amount, isItemFluidContainer(itemid) == TRUE and subType or isItemStackable(itemid) == TRUE and amount or 1) == TRUE) then
                        doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, npcHandler:parseMessage(npcHandler:getMessage(MESSAGE_SOLD), {[TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = amount * shopItem.sell, [TAG_ITEMNAME] = shopItem.name}))
                        doPlayerAddMoney(cid, amount * shopItem.sell)
 
                        return true
                end
                doPlayerSendCancel(cid, npcHandler:parseMessage(npcHandler:getMessage(MESSAGE_NEEDITEM), {[TAG_PLAYERNAME] = getPlayerName(cid), [TAG_ITEMCOUNT] = amount, [TAG_TOTALCOST] = amount * shopItem.sell, [TAG_ITEMNAME] = shopItem.name}))
 
                return false
        end


Lua:
-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.

if(NpcHandler == nil) then
	local eventSay, eventSayInDefault = {}, 0
	-- 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_NEEDMONEY		= 10 -- Same as above, used for shop window.
	MESSAGE_MISSINGITEM		= 11 -- When the player is trying to sell an item he does not have.
	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 = 1, -- 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| gold.',
			[MESSAGE_SOLD]	 	= 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
			[MESSAGE_MISSINGMONEY]	= 'Sorry, you don\'t have enough money.',
			[MESSAGE_NEEDMONEY] 	= 'You do not have enough money.',
			[MESSAGE_MISSINGITEM] 	= 'You don\'t even have that item, |PLAYERNAME|!',
			[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.callbackFunctions = {}
		obj.modules = {}
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			obj.focuses = {}
			obj.talkStart = {}
		else
			obj.queue = Queue:new(obj)
			obj.focuses = 0
			obj.talkStart = 0
		end
		obj.talkDelay = {}
		obj.keywordHandler = keywordHandler
		obj.messages = {}
		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(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			if(self:isFocused(newFocus)) then
				return
			end

			table.insert(self.focuses, newFocus)
		else
			self.focuses = newFocus
		end

		self:updateFocus()
	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)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for k,v in pairs(self.focuses) do
				if v == focus then
					return true
				end
			end

			return false
		end

		return (self.focuses == focus)
	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()
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for pos, focus in pairs(self.focuses) do
				if(focus ~= nil) then
					doNpcSetCreatureFocus(focus)
					return
				end
			end

			doNpcSetCreatureFocus(0)
		else
			doNpcSetCreatureFocus(self.focuses)
		end
	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
			table.remove(self.focuses, pos)
			self.talkStart[focus] = nil
			closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
			self:updateFocus()
		else
			closeShopWindow(focus)
			self:changeFocus(0)
		end
	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 i, module in pairs(self.modules) do
			local tmpRet = true
			if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
				tmpRet = module:callbackOnCreatureAppear(unpack(arg))
			elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
				tmpRet = module:callbackOnCreatureDisappear(unpack(arg))
			elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
				tmpRet = module:callbackOnCreatureSay(unpack(arg))
			elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
				tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))
			elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
				tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))
			elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
				tmpRet = module:callbackOnBuy(unpack(arg))
			elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
				tmpRet = module:callbackOnSell(unpack(arg))
			elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
				tmpRet = module:callbackOnThink(unpack(arg))
			elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
				tmpRet = module:callbackOnGreet(unpack(arg))
			elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
				tmpRet = module:callbackOnFarewell(unpack(arg))
			elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
				tmpRet = module:callbackOnMessageDefault(unpack(arg))
			elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
				tmpRet = module:callbackOnModuleReset(unpack(arg))
			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)
		local ret = msg
		for search, replace in pairs(parseInfo) do
			ret = string.gsub(ret, search, replace)
		end

		return ret
	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:parseMessage(self:getMessage(MESSAGE_FAREWELL), { [TAG_PLAYERNAME] = getCreatureName(cid) })
					self:say(msg, cid, true)
					self:releaseFocus(cid)
					self:say(msg, cid)
				end
			end
		end
	end

	-- Greets a new player.
	function NpcHandler:greet(cid)
		if(cid ~= 0) then
			local callback = self:getCallback(CALLBACK_GREET)
			if(callback == nil or callback(cid)) then
				if(self:processModuleCallback(CALLBACK_GREET, cid)) then
					local msg = self:parseMessage(self:getMessage(MESSAGE_GREET), { [TAG_PLAYERNAME] = getCreatureName(cid) })
					self:say(msg, cid, true)
					self:addFocus(cid)
					self:say(msg, cid)
				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
						else
							if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
								self.talkStart[cid] = os.time()
							else
								self.talkStart = os.time()
							end
						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, class, msg)) 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, class, msg)) 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
			if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
					for cid, talkDelay in pairs(self.talkDelay) do
						if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
							selfSay(talkDelay.message, cid)
							self.talkDelay[cid] = nil
						end
					end
				elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
					selfSay(self.talkDelay.message)
					self.talkDelay.time = nil
					self.talkDelay.message = nil
				end
			end

			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
					for pos, 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
						self:releaseFocus(cid)
						self:say(self:parseMessage(self:getMessage(MESSAGE_WALKAWAY), { [TAG_PLAYERNAME] = getPlayerName(cid) }))
					end
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local distance = getDistanceTo(cid) or -1
		if(distance == -1) then
			return false
		end

		return (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()
		if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
			self.keywordHandler:reset()
		end
	end

	-- Makes the npc represented by this instance of NpcHandler say something.
	--	This implements the currently set type of talkdelay.
	--	shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
	_say = function(message, focus, publicize, shallDelay, delay)
		if not focus then
			stopEvent(eventSayInDefault)
			eventSayInDefault = addEvent(function(z) doCreatureSay(z[1], z[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
			return
		elseif type(message) == "table" then
			return doNPCTalkALot(message, delay or 10000, focus)
		elseif eventDelayedSay[focus] then
			cancelNPCTalk(eventDelayedSay[focus])
		end
		local shallDelay = not shallDelay and true or shallDelay
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				selfSay(message, focus, publicize and TRUE or FALSE)
				return
			else
				selfSay(message)
				return
			end
		end

		if NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT then
			stopEvent(eventSay[focus])
			eventSay[focus] = addEvent(function(x) if isPlayer(x[3]) == TRUE then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
			if(publicize) then
				addEvent(function(y) local spectators = getSpectators(getCreaturePosition(y[1]), 7, 5, false) for i = 1, #spectators do if spectators[i] == y[3] then table.remove(spectators, i) break end end if #spectators > 0 then for i, tid in ipairs(spectators) do if(isPlayer(tid) == TRUE) then doCreatureSay(y[1], y[2], TALKTYPE_SAY, false, tid, getCreaturePosition(getNpcCid())) end end end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
			end
		else
			addEvent(function(x) doCreatureSay(x[1], x[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
		end
	end
	function NpcHandler:say(message, focus, publicize, shallDelay, delay)
		_say(message, focus, publicize, shallDelay, delay)
	end
	_selfSay = selfSay
	selfSay = _say
end
 
I knew that would happen (eventually), so why don't you disable 'Buy with Backpacks' and 'Ignore Capacity' first and see if exhaust is still necessary (unless they're buying tons of backpacks, of course)
 
I think at some point that adding exhausted to these scripts is the best option in my opinion.
As you said "necessary" so it would seem that your also doubting on the Cap and Buy with option.

Thank you for your post, gave me something to think about. But to make sure 95% the NPC system won't get abused in the "spam-buy" it would be very kind if someone could edit the scripts for me. :)
The 2-3 seconds exhausted option.
 
http://otland.net/f16/exhaust-disable-capacity-trade-window-will-pay-solution-62617/#post643898
Code:
[B][COLOR="red"]	local storage, duration = 3, 3[/COLOR][/B]
Code:
	-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
	function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
[B][COLOR="red"]		if (os.time() - getPlayerStorageValue(cid, storage)) >= duration then
			setPlayerStorageValue(cid, storage, os.time())[/COLOR][/B]
			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
[B][COLOR="red"]		else
			return false
		end[/COLOR][/B]
	end
 
19:44 Odette [50001: trade
19:44 Gorn: Sorry, I'm not offering anything.

Lol ;o

All npcs won't trade anymore :(
 
Yes well a mix of different files, npcsystem is from TFS 38xx and .exe is from 3676 :p
Quite a mix :L

Lua:
-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team.

if(NpcHandler == nil) then
	local eventSay, eventSayInDefault = {}, 0
	-- 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_NEEDMONEY		= 10 -- Same as above, used for shop window.
	MESSAGE_MISSINGITEM		= 11 -- When the player is trying to sell an item he does not have.
	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 = 1, -- 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| gold.',
			[MESSAGE_SOLD]	 	= 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
			[MESSAGE_MISSINGMONEY]	= 'Sorry, you don\'t have enough money.',
			[MESSAGE_NEEDMONEY] 	= 'You do not have enough money.',
			[MESSAGE_MISSINGITEM] 	= 'You don\'t even have that item, |PLAYERNAME|!',
			[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.callbackFunctions = {}
		obj.modules = {}
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			obj.focuses = {}
			obj.talkStart = {}
		else
			obj.queue = Queue:new(obj)
			obj.focuses = 0
			obj.talkStart = 0
		end
		obj.talkDelay = {}
		obj.keywordHandler = keywordHandler
		obj.messages = {}
		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(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			if(self:isFocused(newFocus)) then
				return
			end

			table.insert(self.focuses, newFocus)
		else
			self.focuses = newFocus
		end

		self:updateFocus()
	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)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for k,v in pairs(self.focuses) do
				if v == focus then
					return true
				end
			end

			return false
		end

		return (self.focuses == focus)
	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()
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			for pos, focus in pairs(self.focuses) do
				if(focus ~= nil) then
					doNpcSetCreatureFocus(focus)
					return
				end
			end

			doNpcSetCreatureFocus(0)
		else
			doNpcSetCreatureFocus(self.focuses)
		end
	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
			table.remove(self.focuses, pos)
			self.talkStart[focus] = nil
			closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
			self:updateFocus()
		else
			closeShopWindow(focus)
			self:changeFocus(0)
		end
	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 i, module in pairs(self.modules) do
			local tmpRet = true
			if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
				tmpRet = module:callbackOnCreatureAppear(unpack(arg))
			elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
				tmpRet = module:callbackOnCreatureDisappear(unpack(arg))
			elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
				tmpRet = module:callbackOnCreatureSay(unpack(arg))
			elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
				tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))
			elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
				tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))
			elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
				tmpRet = module:callbackOnBuy(unpack(arg))
			elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
				tmpRet = module:callbackOnSell(unpack(arg))
			elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
				tmpRet = module:callbackOnThink(unpack(arg))
			elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
				tmpRet = module:callbackOnGreet(unpack(arg))
			elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
				tmpRet = module:callbackOnFarewell(unpack(arg))
			elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
				tmpRet = module:callbackOnMessageDefault(unpack(arg))
			elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
				tmpRet = module:callbackOnModuleReset(unpack(arg))
			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)
		local ret = msg
		for search, replace in pairs(parseInfo) do
			ret = string.gsub(ret, search, replace)
		end

		return ret
	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:parseMessage(self:getMessage(MESSAGE_FAREWELL), { [TAG_PLAYERNAME] = getCreatureName(cid) })
					self:say(msg, cid, true)
					self:releaseFocus(cid)
					self:say(msg, cid)
				end
			end
		end
	end

	-- Greets a new player.
	function NpcHandler:greet(cid)
		if(cid ~= 0) then
			local callback = self:getCallback(CALLBACK_GREET)
			if(callback == nil or callback(cid)) then
				if(self:processModuleCallback(CALLBACK_GREET, cid)) then
					local msg = self:parseMessage(self:getMessage(MESSAGE_GREET), { [TAG_PLAYERNAME] = getCreatureName(cid) })
					self:say(msg, cid, true)
					self:addFocus(cid)
					self:say(msg, cid)
				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
						else
							if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
								self.talkStart[cid] = os.time()
							else
								self.talkStart = os.time()
							end
						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, class, msg)) 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, class, msg)) 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
			if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
					for cid, talkDelay in pairs(self.talkDelay) do
						if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
							selfSay(talkDelay.message, cid)
							self.talkDelay[cid] = nil
						end
					end
				elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
					selfSay(self.talkDelay.message)
					self.talkDelay.time = nil
					self.talkDelay.message = nil
				end
			end

			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
					for pos, 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
						self:releaseFocus(cid)
						self:say(self:parseMessage(self:getMessage(MESSAGE_WALKAWAY), { [TAG_PLAYERNAME] = getPlayerName(cid) }))
					end
				end
			end
		end
	end

	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local distance = getDistanceTo(cid) or -1
		if(distance == -1) then
			return false
		end

		return (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()
		if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
			self.keywordHandler:reset()
		end
	end

	-- Makes the npc represented by this instance of NpcHandler say something.
	--	This implements the currently set type of talkdelay.
	--	shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
	_say = function(message, focus, publicize, shallDelay, delay)
		if not focus then
			stopEvent(eventSayInDefault)
			eventSayInDefault = addEvent(function(z) doCreatureSay(z[1], z[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
			return
		elseif type(message) == "table" then
			return doNPCTalkALot(message, delay or 10000, focus)
		elseif eventDelayedSay[focus] then
			cancelNPCTalk(eventDelayedSay[focus])
		end
		local shallDelay = not shallDelay and true or shallDelay
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				selfSay(message, focus, publicize and TRUE or FALSE)
				return
			else
				selfSay(message)
				return
			end
		end

		if NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT then
			stopEvent(eventSay[focus])
			eventSay[focus] = addEvent(function(x) if isPlayer(x[3]) == TRUE then doCreatureSay(x[1], x[2], TALKTYPE_PRIVATE_NP, false, x[3], getCreaturePosition(x[1])) end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
			if(publicize) then
				addEvent(function(y) local spectators = getSpectators(getCreaturePosition(y[1]), 7, 5, false) for i = 1, #spectators do if spectators[i] == y[3] then table.remove(spectators, i) break end end if #spectators > 0 then for i, tid in ipairs(spectators) do if(isPlayer(tid) == TRUE) then doCreatureSay(y[1], y[2], TALKTYPE_SAY, false, tid, getCreaturePosition(getNpcCid())) end end end end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message, focus})
			end
		else
			addEvent(function(x) doCreatureSay(x[1], x[2], TALKTYPE_SAY) end, NpcHandler.talkDelayTime * 1000, {getNpcCid(), message})
		end
	end
	function NpcHandler:say(message, focus, publicize, shallDelay, delay)
		_say(message, focus, publicize, shallDelay, delay)
	end
	_selfSay = selfSay
	selfSay = _say
end
 
http://otland.net/f16/exhaust-disable-capacity-trade-window-will-pay-solution-62617/#post643898
Code:
[B][COLOR="red"]	local storage, duration = 3, 3[/COLOR][/B]
Code:
	-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
	function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
[B][COLOR="red"]		if (os.time() - getPlayerStorageValue(cid, storage)) >= duration then
			setPlayerStorageValue(cid, storage, os.time())[/COLOR][/B]
			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
[B][COLOR="red"]		else
			return false
		end[/COLOR][/B]
	end

thanks, it helped me ;)!
 
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