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Only able to buy smthg at a NPC when you got the cap for it..

Kingdanny

Banned User
Joined
May 22, 2009
Messages
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Hello,

I got a war OT, and since some people bulkbuy shit to make it fall on the ground, the PZ zone is a mess.

Does anyway has a script which only allows you to buy something from a NPC if you got the cap for it?

The distro is Avesta 0.6.3

Kind regards,
Kingdanny
 
NPC is Sam (sam.xml):
Code:
<npc name="Sam" script="seller.lua" autowalk="25" floorchange="0" access="5" level="1" maglevel="1">
	<health now="150" max="150"/>
      <look type="131" head="114" body="57" legs="132" feet="94" addons="0"/>
	<parameters>
		<parameter key="module_shop" value="1" />
		<parameter key="message_greet" value="Hello |PLAYERNAME|. I can offer you ropes, shovels, backpacks, machete, time ring, axe ring, ring of healing, energy ring, bow, power bolt, burst arrow and aols. And guess what, everything is free!" />
		<parameter key="shop_buyable" value="vial,2006,10;flask,2006,10" />
		<parameter key="shop_buyable" value="demon shield,2520,0;shovel,2554,0;backpack,1988,0;rope,2120,0;machete,2420,0;time ring,2169,0;axe ring,2208,0;ring of healing,2214,0;energy ring,2167,0;crossbow,2455,0;bow,2456,0;power bolt,2547,200;burst arrow,2546,0;dragon lance,2414,0;brown mushroom,2789,0;aol,2173,0;amulet of loss,2173,0;vampire shield,2534,0" />
	</parameters>
</npc>

Script (seller.lua):

Code:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)

-- OTServ event handling functions start
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
-- OTServ event handling functions end

npcHandler:addModule(FocusModule:new())
 
ok.. I got:
data\npc\scripts\lib
with 1 file called "npc.lua"

and I got

data\npc\scripts\lib\npcsystem
with 5 LUA scripts: (keywordhandler/modules/npchandler/npcsystem/queue)

I guess you mean data\npc\scripts\lib\npcsystem\npcsystem so its here:
Code:
-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse. 
-- Initial release date: 2007-02-21
-- Credits: Jiddo, honux(I'm using a modified version of his Find function).
-- Please include full credits whereever you use this system, or parts of it.
-- For support, questions and updates, please consult the following thread:
-- http://otfans.net/showthread.php?t=67810

if(NpcSystem == nil) then
	
	-- Loads the underlying classes of the npcsystem.
	dofile(getDataDir() .. 'npc/scripts/lib/npcsystem/keywordhandler.lua')
	dofile(getDataDir() .. 'npc/scripts/lib/npcsystem/queue.lua')
	dofile(getDataDir() .. 'npc/scripts/lib/npcsystem/npchandler.lua')
	dofile(getDataDir() .. 'npc/scripts/lib/npcsystem/modules.lua')
	
	
	-- Global npc constants:
	
	-- Keyword nestling behavior. For more information look at the top of keywordhandler.lua
	KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED
	
	-- Gerrting and unGreeting keywords. For mor information look at the top of modules.lua
	FOCUS_GREETWORDS = {'hi', 'hello'}
	FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}
	
	
	-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! For more information look at the top of modules.lua
	SHOP_YESWORD = {'yes'}
	SHOP_NOWORD = {'no'}
	
	-- Pattern used to get the amount of an item a player wants to buy/sell.
	PATTERN_COUNT = '%d+'
	
	-- Talkdelay behavior. For mor information, look at the top of npchandler.lua.
	NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK
	
	-- Constant strings defining the keywords to replace in the default messages.
	--	For more information, look at the top of npchandler.lua...
	TAG_PLAYERNAME = '|PLAYERNAME|'
	TAG_ITEMCOUNT = '|ITEMCOUNT|'
	TAG_TOTALCOST = '|TOTALCOST|'
	TAG_ITEMNAME = '|ITEMNAME|'
	TAG_QUEUESIZE = '|QUEUESIZE|'
	
	
	
	
	
	NpcSystem = {
			--
		}
	
	-- Gets an npcparameter with the specified key. Returns nil if no such parameter is found.
	function NpcSystem.getParameter(key)
		local ret = getNpcParameter(tostring(key))
		if((type(ret) == 'number' and ret == 0) or ret == nil) then
			return nil
		else
			return ret
		end
	end
	
	-- Parses all known parameters for the npc. Also parses parseable modules.
	function NpcSystem.parseParameters(npcHandler)
		
		local ret = NpcSystem.getParameter('idletime')
		if(ret ~= nil) then
			npcHandler.idleTime = tonumber(ret)
		end
		
		local ret = NpcSystem.getParameter('talkradius')
		if(ret ~= nil) then
			npcHandler.talkRadius = tonumber(ret)
		end
		
		local ret = NpcSystem.getParameter('talkdelaytime')
		if(ret ~= nil) then
			npcHandler.talkDelayTime = tonumber(ret)
		end
		
		local ret = NpcSystem.getParameter('message_greet')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_GREET, ret)
		end
		local ret = NpcSystem.getParameter('message_farewell')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_FAREWELL, ret)
		end
		local ret = NpcSystem.getParameter('message_buy')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_BUY, ret)
		end
		local ret = NpcSystem.getParameter('message_sell')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_SELL, ret)
		end
		local ret = NpcSystem.getParameter('message_onbuy')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_ONBUY, ret)
		end
		local ret = NpcSystem.getParameter('message_onsell')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_ONSELL, ret)
		end
		local ret = NpcSystem.getParameter('message_needmoremoney')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_NEEDMOREMONEY, ret)
		end
		local ret = NpcSystem.getParameter('message_nothaveitem')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_NOTHAVEITEM, ret)
		end
		local ret = NpcSystem.getParameter('message_idletimeout')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_IDLETIMEOUT, ret)
		end
		local ret = NpcSystem.getParameter('message_walkaway')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_WALKAWAY, ret)
		end
		local ret = NpcSystem.getParameter('message_alreadyfocused')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_ALREADYFOCUSED, ret)
		end
		local ret = NpcSystem.getParameter('message_placedinqueue')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_PLACEDINQUEUE, ret)
		end
		local ret = NpcSystem.getParameter('message_decline')
		if(ret ~= nil) then
			npcHandler:setMessage(MESSAGE_DECLINE, ret)
		end
		
		-- Parse modules.
		for parameter, module in pairs(Modules.parseableModules) do
			local ret = NpcSystem.getParameter(parameter)
			if(ret ~= nil) then
				local number = tonumber(ret)
				if(number ~= 0 and module.parseParameters ~= nil) then
					local instance = module:new()
					npcHandler:addModule(instance)
					instance:parseParameters()
				end
			end
		end
		
	end
end
 
aight aight, sorry for being abit n00b ^^

here they are:

Keywordhandler:
Code:
-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse. 
-- Initial release date: 2007-02-21
-- Credits: Jiddo, honux(I'm using a modified version of his Find function).
-- Please include full credits whereever you use this system, or parts of it.
-- For support, questions and updates, please consult the following thread:
-- http://otfans.net/showthread.php?t=67810

if(KeywordHandler == nil) then
	
	BEHAVIOR_SIMPLE = 1 -- Does not support nested keywords. If you choose this setting you must use a variable such as 'talkState' to keep track of how to handle keywords.
	BEHAVIOR_NORMAL = 2 -- Default behvaior. If a sub-keyword is not found, then the root is searched, not the parent hierarchy,
	BEHAVIOR_NORMAL_EXTENDED = 3 -- Same as BEHAVIOR_NORMAL but it also searches through the last node's parent.
	BEHAVIOR_COMPLEX = 4 -- Extended behavior. It a sub-keyword is not found, then the entire keyword hierarchy is searched upwards intil root is reached.
	
	
	-- BEHAVIOR_NORMAL_EXTENDED is recommended as it (probably) mimics the behavior of real Tibia's NPCs the most. 
	--		However, you are strongly recommended to test some (or all) other settings as well as it might suit you better.
	--		Also note that not much difference can be seen with the different settings unless you have a npc with a quite heavy 
	--		nestled keyword hierarchy. 
	-- Note: BEHAVIOR_SIMPLE should not be used unless you have any special reason to do so as it forces you to keep track of talkStates etc.
	--		This was pretty much the method used in the 2.0x versions of this system. It is here mainly for compability issues.
	KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED
	
	
	KeywordNode = {
		keywords = nil,
		callback = nil,
		parameters = nil,
		children = nil,
		parent = nil
	}
	
	-- Created a new keywordnode with the given keywords, callback function and parameters and without any childNodes.
	function KeywordNode:new(keys, func, param)
		local obj = {}
		obj.keywords = keys
		obj.callback = func
		obj.parameters = param
		obj.children = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end
	
	-- Calls the underlying callback function if it is not nil.
	function KeywordNode:processMessage(cid, message)
		return (self.callback == nil or self.callback(cid, message, self.keywords, self.parameters, self))
	end
	
	-- Returns true if message contains all patterns/strings found in keywords.
	function KeywordNode:checkMessage(message)
		local ret = true
		if(self.keywords.callback ~= nil) then
			return self.keywords.callback(self.keywords, message)
		end
		for i,v in ipairs(self.keywords) do
			if(type(v) == 'string') then
				local a, b = string.find(message, v)
				if(a == nil or b == nil) then
					ret = false
					break
				end
			end
		end
		return ret
	end
	
	-- Returns the parent of this node or nil if no such node exists.
	function KeywordNode:getParent()
		return self.parent
	end
	
	-- Returns an array of the callback function parameters assosiated with this node.
	function KeywordNode:getParameters()
		return self.parameters
	end
	
	-- Returns an array of the triggering keywords assosiated with this node.
	function KeywordNode:getKeywords()
		return self.keywords
	end
	
	-- Adds a childNode to this node. Creates the childNode based on the parameters (k = keywords, c = callback, p = parameters)
	function KeywordNode:addChildKeyword(keywords, callback, parameters)
		local new = KeywordNode:new(keywords, callback, parameters)
		return self:addChildKeywordNode(new)
	end
	
	-- Adds a pre-created childNode to this node. Should be used for example if several nodes should have a common child.
	function KeywordNode:addChildKeywordNode(childNode)
		table.insert(self.children, childNode)
		childNode.parent = self
		return childNode
	end
	
	
	
	
	KeywordHandler = {
		root = nil,
		lastNode = nil
	}
	
	-- Creates a new keywordhandler with an empty rootnode. 
	function KeywordHandler:new()
		local obj = {}
		obj.root = KeywordNode:new(nil, nil, nil)
		setmetatable(obj, self)
		self.__index = self
		return obj
	end
	
	-- Resets the lastNode field, and this resetting the current position in the node hierarchy to root.
	function KeywordHandler:reset()
		self.lastNode = nil
	end
	
	
	-- Makes sure the correct childNode of lastNode gets a chance to process the message. 
	--	The behavior of this function depends much on the KEYWORD_BEHAVIOR.
	function KeywordHandler:processMessage(cid, message)
		local node = self:getLastNode()
		if(node == nil) then
			error('No root node found.')
			return false
		end
		if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then
			local ret = self:processNodeMessage(node, cid, message)
			if(ret) then
				return true
			end
		elseif(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL or KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED) then
			local ret = self:processNodeMessage(node, cid, message)
			if(ret) then
				return true
			end
			if(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED and node:getParent()) then
				node = node:getParent() -- Search through the parent.
				local ret = self:processNodeMessage(node, cid, message)
				if(ret) then
					return true
				end
			end
			if(node ~= self:getRoot()) then
				node = self:getRoot() -- Search through the root.
				local ret = self:processNodeMessage(node, cid, message)
				if(ret) then
					return true
				end
			end
		elseif(KEYWORD_BEHAVIOR == BEHAVIOR_COMPLEX) then
			while true do
				
				local ret = self:processNodeMessage(node, cid, message)
				if(ret) then
					return true
				end
				
				if(node:getParent() ~= nil) then
					node = node:getParent() -- Move one step upwards in the hierarchy.
				else
					break
				end
			end
		else
			error('Unknown keyword behavior.')
		end
		return false
	end
	
	-- Tries to process the given message using the node parameter's children and calls the node's callback function if found.
	--	Returns the childNode which processed the message or nil if no such node was found.
	function KeywordHandler:processNodeMessage(node, cid, message)
		local messageLower = string.lower(message)
		for i, childNode in pairs(node.children) do
			if(childNode:checkMessage(messageLower)) then
				local oldLast = self.lastNode
				self.lastNode = childNode
				childNode.parent = node -- Make sure node is the parent of childNode (as one node can be parent to several nodes).
				if(childNode:processMessage(cid, message)) then
					return true
				else
					self.lastNode = oldLast
				end
			end
		end
		return false
	end
	
	-- Returns the root keywordnode
	function KeywordHandler:getRoot()
		return self.root
	end
	
	-- Returns the last processed keywordnode or root if no last node is found. 
	function KeywordHandler:getLastNode()
		if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then
			return self:getRoot()
		else
			return self.lastNode or self:getRoot()
		end
	end
	
	-- Adds a new keyword to the root keywordnode. Returns the new node. 
	function KeywordHandler:addKeyword(keys, callback, parameters)
		return self:getRoot():addChildKeyword(keys, callback, parameters)
	end
	
	-- Moves the current position in the keyword hierarchy count steps upwards. Count defalut value = 1.
	--	This function MIGHT not work properly yet. Use at your own risk.
	function KeywordHandler:moveUp(count)
		local steps = count
		if(steps == nil) then
			steps = 1
		end
		for i=1,steps,1 do
			if(self.lastNode == nil) then
				break
			else
				self.lastNode = self.lastNode:getParent() or self:getRoot()
			end
		end
		return self.lastNode
	end
	
	
end

Modules:
Code:
-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse. 
-- Initial release date: 2007-02-21
-- Credits: Jiddo, honux(I'm using a modified version of his Find function).
-- Please include full credits whereever you use this system, or parts of it.
-- For support, questions and updates, please consult the following thread:
-- http://otfans.net/showthread.php?t=67810

if(Modules == nil) then
	
	-- default words for greeting and ungreeting the npc. Should be a talbe containing all such words.
	FOCUS_GREETWORDS = {'hi', 'hello'}
	FOCUS_FAREWELLWORDS = {'bye', 'farewell', 'cya'}
	
	-- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! Should be a teble with a single string value.
	SHOP_YESWORD = {'yes'}
	SHOP_NOWORD = {'no'}
	
	-- Pattern used to get the amount of an item a player wants to buy/sell.
	PATTERN_COUNT = '%d+'
	
	
	-- Constants used to separate buying from selling.
	SHOPMODULE_SELL_ITEM 	= 1
	SHOPMODULE_BUY_ITEM 	= 2
	
	
	Modules = {
			parseableModules = {}
		}
	
	
	StdModule = {
		
		}
	
	
	
	-- These callback function must be called with parameters.npcHandler = npcHandler in the parameters table or they will not work correctly.
	-- Notice: The members of StdModule have not yet been tested. If you find any bugs, please report them to me.
	
	-- Usage:
		-- keywordHandler:addKeyword({'offer'}, StdModule.say, {npcHandler = npcHandler, text = 'I sell many powerful melee weapons.'})
	function StdModule.say(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.say called without any npcHandler instance.')
		end
		if(cid ~= npcHandler.focus and (parameters.onlyFocus == nil or parameters.onlyFocus == true)) then
			return false
		end
		local parseInfo = {
				[TAG_PLAYERNAME] = getPlayerName(cid),
			}
		msgout = npcHandler:parseMessage(parameters.text or parameters.message, parseInfo)
		npcHandler:say(msgout)
		if(parameters.reset == true) then
			npcHandler:resetNpc()
		elseif(parameters.moveup ~= nil and type(parameters.moveup) == 'number') then
			npcHandler.keywordHandler:moveUp(parameters.moveup)
		end
		return true
	end
	
	
	--Usage:
		-- local node1 = keywordHandler:addKeyword({'promot'}, StdModule.say, {npcHandler = npcHandler, text = 'I can promote you for 20000 gold coins. Do you want me to promote you?'})
		-- 		node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, promotions = {[1] = 5, [2] = 6, [3] = 7, [4] = 8}, cost = 20000, level = 20}, text = 'Congratulations! You are now promoted.')
		-- 		node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, text = 'Allright then. Come back when you are ready.'}, reset = true)
	function StdModule.promotePlayer(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.promotePlayer called without any npcHandler instance.')
		end
		if(cid ~= npcHandler.focus) then
			return false
		end

		if(isPremium(cid) or isPlayerPremiumCallback == nil or isPlayerPremiumCallback(cid) == true or parameters.premium == false) then
			local oldVoc = getPlayerVocation(cid)
			if(parameters.promotions[oldVoc] == oldVoc or parameters.promotions[oldVoc] == nil) then
				npcHandler:say('You are already promoted!')
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('I am sorry, but I can only promote you once you have reached level ' .. parameters.level .. '.')
			elseif(doPlayerRemoveMoney(cid, parameters.cost) ~= TRUE) then
				npcHandler:say('You do not have enough money!')
			else
				doPlayerSetVocation(cid, parameters.promotions[oldVoc])
				npcHandler:say(parameters.text)
			end
		else
			npcHandler:say('Sorry, only premium characters are allowed to be promoted.')
		end
		
		npcHandler:resetNpc()
		return true
		
	end
	
	
	
	function StdModule.travel(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.travel called without any npcHandler instance.')
		end
		if(cid ~= npcHandler.focus) then
			return false
		end
		
		if(isPlayerPremiumCallback == nil or isPlayerPremiumCallback(cid) == true or parameters.premium == false) then
			if(parameters.level ~= nil and getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('You must reach level ' .. parameters.level .. ' before I can let you go there.')
			elseif(doPlayerRemoveMoney(cid, parameters.cost) ~= TRUE) then
				npcHandler:say('You do not have enough money!')
			else
				doTeleportThing(cid, parameters.destination)
				doSendMagicEffect(parameters.destination, 10)
			end
		else
			npcHandler:say('I can only allow premium players to travel with me.')
		end
		
		npcHandler:resetNpc()
		return true
	end
	
	
	
	FocusModule = {
			npcHandler = nil
		}
	
	-- Creates a new instance of FocusModule without an associated NpcHandler.
	function FocusModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end
	
	-- Inits the module and associates handler to it.
	function FocusModule:init(handler)
		self.npcHandler = handler
		for i, word in pairs(FOCUS_GREETWORDS) do
			local obj = {}
			table.insert(obj, word)
			obj.callback = FOCUS_GREETWORDS.callback or FocusModule.messageMatcher
			handler.keywordHandler:addKeyword(obj, FocusModule.onGreet, {module = self})
		end
		
		for i, word in pairs(FOCUS_FAREWELLWORDS) do
			local obj = {}
			table.insert(obj, word)
			obj.callback = FOCUS_FAREWELLWORDS.callback or FocusModule.messageMatcher
			handler.keywordHandler:addKeyword(obj, FocusModule.onFarewell, {module = self})
		end
		
		return true
	end
	
	
	-- Greeting callback function.
	function FocusModule.onGreet(cid, message, keywords, parameters)
		parameters.module.npcHandler:onGreet(cid)
		return true
	end
	
	-- UnGreeting callback function.
	function FocusModule.onFarewell(cid, message, keywords, parameters)
		if(parameters.module.npcHandler.focus == cid) then
			parameters.module.npcHandler:onFarewell()
			return true
		else
			return false
		end
	end
	
	-- Custom message matching callback function for greeting messages.
	function FocusModule.messageMatcher(keywords, message)
		for i, word in pairs(keywords) do
			if(type(word) == 'string') then
				if string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]') then
	        		return true
	    		end
	    	end
    	end
    	return false
	end
	
	
	
	KeywordModule = {
		npcHandler = nil
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_keywords'] = KeywordModule
	
	function KeywordModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end
	
	function KeywordModule:init(handler)
		self.npcHandler = handler
		return true
	end
	
	-- Parses all known parameters.
	function KeywordModule:parseParameters()
		local ret = NpcSystem.getParameter('keywords')
		if(ret ~= nil) then
			self:parseKeywords(ret)
		end
	end
	
	function KeywordModule:parseKeywords(data)
		local n = 1
		for keys in string.gmatch(data, '[^;]+') do
			local i = 1
			
			local keywords = {}
			
			for temp in string.gmatch(keys, '[^,]+') do
				table.insert(keywords, temp)
				i = i+1
			end
			
			if(i ~= 1) then
				local reply = NpcSystem.getParameter('keyword_reply' .. n)
				if(reply ~= nil) then
					self:addKeyword(keywords, reply)
				else
					print('[Warning] NpcSystem:', 'Parameter \'' .. 'keyword_reply' .. n .. '\' missing. Skipping...')
				end
			else
				print('[Warning] NpcSystem:', 'No keywords found for keyword set #' .. n .. '. Skipping...')
			end
			n = n+1
		end
	end
	
	function KeywordModule:addKeyword(keywords, reply)
		self.npcHandler.keywordHandler:addKeyword(keywords, StdModule.say, {npcHandler = self.npcHandler, onlyFocus = true, text = reply, reset = true})
	end
	
	
	
	TravelModule = {
		npcHandler = nil,
		destinations = nil,
		yesNode = nil,
		noNode = nil,
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_travel'] = TravelModule
	
	function TravelModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end
	
	function TravelModule:init(handler)
		self.npcHandler = handler
		self.yesNode = KeywordNode:new(SHOP_YESWORD, TravelModule.onConfirm, {module = self})
		self.noNode = KeywordNode:new(SHOP_NOWORD, TravelModule.onDecline, {module = self})
		self.destinations = {}
		return true
	end
	
	-- Parses all known parameters.
	function TravelModule:parseParameters()
		local ret = NpcSystem.getParameter('travel_destinations')
		if(ret ~= nil) then
			self:parseDestinations(ret)
			
			self.npcHandler.keywordHandler:addKeyword({'destination'}, TravelModule.listDestinations, {module = self})
			self.npcHandler.keywordHandler:addKeyword({'where'}, TravelModule.listDestinations, {module = self})
			self.npcHandler.keywordHandler:addKeyword({'travel'}, TravelModule.listDestinations, {module = self})
			
		end
	end
	
	function TravelModule:parseDestinations(data)
		for destination in string.gmatch(data, '[^;]+') do
			local i = 1
			
			local name = nil
			local x = nil
			local y = nil
			local z = nil
			local cost = nil
			local premium = false
			
			
			for temp in string.gmatch(destination, '[^,]+') do
				if(i == 1) then
					name = temp
				elseif(i == 2) then
					x = tonumber(temp)
				elseif(i == 3) then
					y = tonumber(temp)
				elseif(i == 4) then
					z = tonumber(temp)
				elseif(i == 5) then
					cost = tonumber(temp)
				elseif(i == 6) then
					premium = temp == 'true'
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', temp, destination)
				end
				i = i+1
			end
			
			if(name ~= nil and x ~= nil and y ~= nil and z ~= nil and cost ~= nil) then
				self:addDestination(name, {x=x, y=y, z=z}, cost, premium)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for travel destination:', name, x, y, z, cost, premium)
			end
		end
	end
	
	function TravelModule:addDestination(name, position, price, premium)
		table.insert(self.destinations, name)
		
		local parameters = {
				cost = price,
				destination = position,
				premium = premium,
				module = self
			}
		local keywords = {}
		table.insert(keywords, name)
		
		local keywords2 = {}
		table.insert(keywords2, 'bring me to ' .. name)
		local node = self.npcHandler.keywordHandler:addKeyword(keywords, TravelModule.travel, parameters)
		self.npcHandler.keywordHandler:addKeyword(keywords2, TravelModule.bringMeTo, parameters)
		node:addChildKeywordNode(self.yesNode)
		node:addChildKeywordNode(self.noNode)
	end
	
	function TravelModule.travel(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		
		local npcHandler = module.npcHandler
		
		
		local cost = parameters.cost
		local destination = parameters.destination
		local premium = parameters.premium
		
		module.npcHandler:say('Do you want to travel to ' .. keywords[1] .. ' for ' .. cost .. ' gold coins?')
		return true
		
	end
	
	function TravelModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		
		local npcHandler = module.npcHandler
		
		
		local parentParameters = node:getParent():getParameters()
		local cost = parentParameters.cost
		local destination = parentParameters.destination
		local premium = parentParameters.premium
		
		if(isPlayerPremiumCallback == nil or isPlayerPremiumCallback(cid) == true or parameters.premium ~= true) then
			if(doPlayerRemoveMoney(cid, cost) ~= TRUE) then
				npcHandler:say('You do not have enough money!')
			else
				npcHandler:say('It was a pleasure doing business with you.', false)
				npcHandler:releaseFocus()
				doTeleportThing(cid, destination)
				doSendMagicEffect(destination, 10)
			end
		else
			npcHandler:say('I can only allow premium players to travel there.')
		end
		
		npcHandler:resetNpc()
		return true
	end
	
	-- onDecliune keyword callback function. Generally called when the player sais 'no' after wanting to buy an item. 
	function TravelModule.onDecline(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		local parentParameters = node:getParent():getParameters()
		local parseInfo = {
				[TAG_PLAYERNAME] = getPlayerName(cid),
			}
		local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), parseInfo)
		module.npcHandler:say(msg)
		module.npcHandler:resetNpc()
		return true
	end
	
	function TravelModule.bringMeTo(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid == module.npcHandler.focus) then
			return false
		end
		
		local cost = parameters.cost
		local destination = parameters.destination
		local premium = parameters.premium
		
		if(isPlayerPremiumCallback == nil or isPlayerPremiumCallback(cid) == true or parameters.premium ~= true) then
			if(doPlayerRemoveMoney(cid, cost) == TRUE) then
				doTeleportThing(cid, destination)
				doSendMagicEffect(destination, 10)
			end
		end
		
		return true
	end
	
	function TravelModule.listDestinations(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		
		local msg = 'I can bring you to '
		--local i = 1
		local maxn = table.maxn(module.destinations)
		for i,destination in pairs(module.destinations) do
			msg = msg .. destination
			if(i == maxn-1) then
				msg = msg .. ' and '
			elseif(i == maxn) then
				msg = msg .. '.'
			else
				msg = msg .. ', '
			end
			i = i+1
		end
		
		module.npcHandler:say(msg)
		module.npcHandler:resetNpc()
		return true
	end
	
	
	
	
	ShopModule = {
		yesNode = nil,
		noNode = nil,
		npcHandler = nil,
		noText = '',
		maxCount = 20,
		amount = 0
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_shop'] = ShopModule
	
	-- Creates a new instance of ShopModule
	function ShopModule:new()
		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end
	
	-- Parses all known parameters.
	function ShopModule:parseParameters()
		
		local ret = NpcSystem.getParameter('shop_sellable')
		if(ret ~= nil) then
			self:parseSellable(ret)
		end
		
		local ret = NpcSystem.getParameter('shop_buyable')
		if(ret ~= nil) then
			self:parseBuyable(ret)
		end
		
	end
	
	-- Parse a string contaning a set of buyable items.
	function ShopModule:parseBuyable(data)
		for item in string.gmatch(data, '[^;]+') do
			local i = 1
			
			local name = nil
			local itemid = nil
			local cost = nil
			local charges = nil
			
			for temp in string.gmatch(item, '[^,]+') do
				if(i == 1) then
					name = temp
				elseif(i == 2) then
					itemid = tonumber(temp)
				elseif(i == 3) then
					cost = tonumber(temp)
				elseif(i == 4) then
					charges = tonumber(temp)
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
				end
				i = i+1
			end
			
			if(name ~= nil and itemid ~= nil and cost ~= nil) then
				if((isItemRune(itemid) == TRUE or isItemFluidContainer(itemid) == TRUE) and charges == nil) then
					print('[Warning] NpcSystem:', 'Charges missing for parameter item:' , item)
				else
					local names = {}
					table.insert(names, name)
					self:addBuyableItem(names, itemid, cost, charges)
				end
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
			end
		end
	end
	
	-- Parse a string contaning a set of sellable items.
	function ShopModule:parseSellable(data)
		for item in string.gmatch(data, '[^;]+') do
			local i = 1
			
			local name = nil
			local itemid = nil
			local cost = nil
			
			for temp in string.gmatch(item, '[^,]+') do
				if(i == 1) then
					name = temp
				elseif(i == 2) then
					itemid = tonumber(temp)
				elseif(i == 3) then
					cost = tonumber(temp)
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in sellable items parameter.', temp, item)
				end
				i = i+1
			end
			
			if(name ~= nil and itemid ~= nil and cost ~= nil) then
				local names = {}
				table.insert(names, name)
				self:addSellableItem(names, itemid, cost)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
			end
		end
	end
	
	-- Initializes the module and associates handler to it.
	function ShopModule:init(handler)
		self.npcHandler = handler
		self.yesNode = KeywordNode:new(SHOP_YESWORD, ShopModule.onConfirm, {module = self})
		self.noNode = KeywordNode:new(SHOP_NOWORD, ShopModule.onDecline, {module = self})
		self.noText = handler:getMessage(MESSAGE_DECLINE)
		
		return true
	end
	
	-- Resets the module-specific variables.
	function ShopModule:reset()
		self.amount = 0
	end
	
	-- Function used to match a number value from a string.
	function ShopModule:getCount(message)
		local ret = 1
		local b, e = string.find(message, PATTERN_COUNT)
		if b ~= nil and e ~= nil then
			ret = tonumber(string.sub(message, b, e))
		end
		if(ret <= 0) then
			ret = 1
		elseif(ret > self.maxCount) then
			ret = self.maxCount
		end
		
		return ret
	end
	
	-- Adds a new buyable item. 
	--	names = A table containing one or more strings of alternative names to this item.
	--	itemid = the itemid of the buyable item
	--	cost = the price of one single item with item id itemid ^^
	--	charges - The charges of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer and no realname is needed. Default value is nil.
	--	realname - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (keywords[1]/names  will be used)
	function ShopModule:addBuyableItem(names, itemid, cost, charges, realname)
		for i, name in pairs(names) do
			local parameters = {
					itemid = itemid,
					cost = cost,
					eventType = SHOPMODULE_BUY_ITEM,
					module = self
				}
			if(realname ~= nil) then
				parameters.realname = realname
			end
			if(isItemRune(itemid) == TRUE or isItemFluidContainer(itemid) == TRUE) then
				parameters.charges = charges
			end
			keywords = {}
			table.insert(keywords, name)
			local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
			node:addChildKeywordNode(self.yesNode)
			node:addChildKeywordNode(self.noNode)
		end
	end
	
	-- Adds a new sellable item. 
	--	names = A table containing one or more strings of alternative names to this item.
	--	itemid = the itemid of the buyable item
	--	cost = the price of one single item with item id itemid ^^
	--	realname - The real, full name for the item. Will be used as ITEMNAME in MESSAGE_ONBUY and MESSAGE_ONSELL if defined. Default value is nil (keywords[2]/names will be used)
	function ShopModule:addSellableItem(names, itemid, cost, realname)
		for i, name in pairs(names) do
			local parameters = {
					itemid = itemid,
					cost = cost,
					eventType = SHOPMODULE_SELL_ITEM,
					module = self
				}
			if(realname ~= nil) then
				parameters.realname = realname
			end
			keywords = {}
			table.insert(keywords, 'sell')
			table.insert(keywords, name)
			local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
			node:addChildKeywordNode(self.yesNode)
			node:addChildKeywordNode(self.noNode)
		end
	end
	
	
	-- onModuleReset callback function. Calls ShopModule:reset()
	function ShopModule:callbackOnModuleReset()
		self:reset()
		
		return true
	end
	
	
	-- tradeItem callback function. Makes the npc say the message defined by MESSAGE_BUY or MESSAGE_SELL
	function ShopModule.tradeItem(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		local count = module:getCount(message)
		module.amount = count
		local tmpName = nil
		if(parameters.eventType == SHOPMODULE_SELL_ITEM) then
			tmpName = node:getKeywords()[2]
		elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then
			tmpName = node:getKeywords()[1]
		end
		local parseInfo = {
				[TAG_PLAYERNAME] = getPlayerName(cid),
				[TAG_ITEMCOUNT] = module.amount,
				[TAG_TOTALCOST] = parameters.cost*module.amount,
				[TAG_ITEMNAME] = parameters.realname or tmpName
			}
		
		if(parameters.eventType == SHOPMODULE_SELL_ITEM) then
			local msg = module.npcHandler:getMessage(MESSAGE_SELL)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg)
		elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then
			local msg = module.npcHandler:getMessage(MESSAGE_BUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg)
		end
		
		return true
		
	end
	
	
	-- onConfirm keyword callback function. Sells/buys the actual item.
	function ShopModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		local parentParameters = node:getParent():getParameters()
		local parseInfo = {
				[TAG_PLAYERNAME] = getPlayerName(cid),
				[TAG_ITEMCOUNT] = module.amount,
				[TAG_TOTALCOST] = parentParameters.cost*module.amount,
				[TAG_ITEMNAME] = parentParameters.realname or node:getParent():getKeywords()[1]
			}
		
		if(parentParameters.eventType == SHOPMODULE_SELL_ITEM) then
			local ret = doPlayerSellItem(cid, parentParameters.itemid, module.amount, parentParameters.cost*module.amount)
			if(ret == LUA_NO_ERROR) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONSELL)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_NOTHAVEITEM)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg)
			end
		elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then
			local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost*module.amount, parentParameters.charges)
			if(ret == LUA_NO_ERROR) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_NEEDMOREMONEY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg)
			end
		end
		
		module.npcHandler:resetNpc()
		return true
	end
	
	-- onDecliune keyword callback function. Generally called when the player sais 'no' after wanting to buy an item. 
	function ShopModule.onDecline(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(cid ~= module.npcHandler.focus) then
			return false
		end
		local parentParameters = node:getParent():getParameters()
		local parseInfo = {
				[TAG_PLAYERNAME] = getPlayerName(cid),
				[TAG_ITEMCOUNT] = module.amount,
				[TAG_TOTALCOST] = parentParameters.cost*module.amount,
				[TAG_ITEMNAME] = parentParameters.realname or node:getParent():getKeywords()[1]
			}
		local msg = module.npcHandler:parseMessage(module.noText, parseInfo)
		module.npcHandler:say(msg)
		module.npcHandler:resetNpc()
		return true
	end
end
function StdModule.premiumPlayer(cid, message, keywords, parameters, node)
	local npcHandler = parameters.npcHandler
	if(npcHandler == nil) then
		error('StdModule.promotePlayer called without any npcHandler instance.')
	end
	if(cid ~= npcHandler.focus) then
			return false
	end
	if getPlayerPremiumDays(cid) <= 350 then
		if(doPlayerRemoveMoney(cid, parameters.cost) ~= TRUE) then
			npcHandler:say('You do not have enough money!')
		elseif parameters.cost == 5000 then
			doPlayerAddPremiumDays(cid, 7)
			npcHandler:say(parameters.text)
		elseif parameters.cost == 20000 then
			doPlayerAddPremiumDays(cid, 30)
			npcHandler:say(parameters.text)
		elseif parameters.cost == 35000 then
			doPlayerAddPremiumDays(cid, 60)
			npcHandler:say(parameters.text)
		elseif parameters.cost == 55000 then
			doPlayerAddPremiumDays(cid, 90)
			npcHandler:say(parameters.text)
		end
	else
		npcHandler:say("I am sorry but I can't sell you any more premiums.")
		doSendMagicEffect(getPlayerPosition(cid), CONST_ME_POFF)
	end
end

Npchandler:

Code:
-- This file is part of Jiddo's advanced NpcSystem v3.0x. This npcsystem is free to use by anyone, for any purpuse. 
-- Initial release date: 2007-02-21
-- Credits: Jiddo, honux(I'm using a modified version of his Find function).
-- Please include full credits whereever you use this system, or parts of it.
-- For support, questions and updates, please consult the following thread:
-- http://otfans.net/showthread.php?t=67810

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 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_SELL 		= 4 -- When the npc asks the player if he wants to sell something.
	MESSAGE_ONBUY 		= 5 -- When the player successfully buys something
	MESSAGE_ONSELL 		= 6 -- When the player successfully sells something
	MESSAGE_NEEDMOREMONEY = 7 -- When the player does not have enough money
	MESSAGE_NOTHAVEITEM = 8 -- When the player is trying to sell an item he does not have.
	MESSAGE_IDLETIMEOUT = 9 -- When the player has been idle for longer then idleTime allows.
	MESSAGE_WALKAWAY 	= 10 -- When the player walks out of the talkRadius of the npc.
	MESSAGE_ALREADYFOCUSED = 11 -- When the player already has the focus of this nopc.
	MESSAGE_PLACEDINQUEUE = 12 -- When the player has been placed in the costumer queue. 
	MESSAGE_DECLINE 	= 13 -- When the player sais no to something.
	
	-- 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
	
	-- Addidional module callback ids
	CALLBACK_MODULE_INIT		= 10
	CALLBACK_MODULE_RESET		= 11
	
	
	-- 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,
		queue = nil,
		focus = 0,
		talkStart = 0,
		idleTime = 30,
		talkRadius = 5,
		talkDelayTime = 1, -- Seconds to delay outgoing messages.
		talkDelay = nil,
		callbackFunctions = nil,
		modules = nil,
		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_SELL] 			= 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
			[MESSAGE_ONBUY] 		= 'It was a pleasure doing business with you.',
			[MESSAGE_ONSELL] 		= 'Thank you for this item, |PLAYERNAME|.',
			[MESSAGE_NEEDMOREMONEY] = 'You do not have enough money.',
			[MESSAGE_NOTHAVEITEM] 	= 'You don\'t even have that item!',
			[MESSAGE_IDLETIMEOUT] 	= 'Next please!',
			[MESSAGE_WALKAWAY] 		= 'How rude!',
			[MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|, I am already talking to you.',
			[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.',
			[MESSAGE_DECLINE]		= 'Not good enough, is it?'
		}
	}
	
	
	-- Creates a new NpcHandler with an empty callbackFunction stack. 
	function NpcHandler:new(keywordHandler)
		local obj = {}
		obj.callbackFunctions = {}
		obj.modules = {}
		obj.talkDelay = {
				message = nil,
				time = nil
			}
		obj.queue = Queue:new(obj)
		obj.keywordHandler = keywordHandler
		obj.messages = {}
		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
	
	-- Attaches a new costumer queue to this npchandler.
	function NpcHandler:setQueue(newQueue)
		self.queue = newQueue
		self.queue:setHandler(self)
	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:changeFocus(newFocus)
		self.focus = newFocus
		self:updateFocus()
	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()
		doNpcSetCreatureFocus(self.focus)
	end
	
	-- Used when the npc should un-focus the player. 
	function NpcHandler:releaseFocus()
		self:changeFocus(0)
	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) then
			table.insert(self.modules, module)
			module:init(self)
		end
	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:callbackCreatureAppear(unpack(arg))
				
			elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
				tmpRet = module:callbackCreatureDisappear(unpack(arg))
				
			elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
				tmpRet = module:callbackCreatureSay(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 furrently focused player, and greets the next player in the queue is it is not empty.
	function NpcHandler:unGreet()
		if(self.focus == 0) then
			return
		end
		local callback = self:getCallback(CALLBACK_FAREWELL)
		if(callback == nil or callback()) then
			if(self:processModuleCallback(CALLBACK_FAREWELL)) then
				if(self.queue == nil or not self.queue:greetNext()) then
					local msg = self:getMessage(MESSAGE_FAREWELL)
					local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(self.focus) }
					msg = self:parseMessage(msg, parseInfo)
					self:say(msg)
					self:releaseFocus()
				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:getMessage(MESSAGE_GREET)
					local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
					msg = self:parseMessage(msg, parseInfo)
					self:say(msg)
				else
					return
				end
			else
				return
			end
		end
		self:changeFocus(cid)
	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.focus == cid) then
					self:unGreet()
				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, msgtype, msg)
		local callback = self:getCallback(CALLBACK_CREATURE_SAY)
		if(callback == nil or callback(cid, msgtype, msg)) then
			if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, msgtype, msg)) then
				if(not self:isInRange(cid)) then
					return
				end
				if(self.keywordHandler ~= nil) 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, msgtype, msg)) then
							self.talkStart = os.time()
						end
					else
						self.talkStart = os.time()
					end
				end
			end
		end
	end
	
	-- Handles onThink events. If you with 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 and 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
			
			if(self:processModuleCallback(CALLBACK_ONTHINK)) then
				if(self.focus ~= 0) then
					if(not self:isInRange(self.focus)) then
						self:onWalkAway(self.focus)
					elseif(os.time()-self.talkStart > self.idleTime) then
						self:unGreet()
					else
						self:updateFocus()
					end
				end
			end
		end
	end
	
	-- Tries to greet the player iwth the given cid. This function does not override queue order, current focus etc.
	function NpcHandler:onGreet(cid)
		if(self:isInRange(cid)) then
			if(self.focus == 0) then
				self:greet(cid)
			elseif(cid == self.focus) then
				local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
				local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(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] = getPlayerName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
				msg = self:parseMessage(msg, parseInfo)
				self:say(msg)
			end
		end
	end
	
	-- Simply calls the underlying unGreet function. 
	function NpcHandler:onFarewell()
		self:unGreet()
	end
	
	-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
	function NpcHandler:onWalkAway(cid)
		if(cid == self.focus) then
			local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
			if(callback == nil or callback()) 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)
						local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(self.focus) }
						msg = self:parseMessage(msg, parseInfo)
						self:say(msg)
						self:releaseFocus()
					end
				end
			end
		end
	end
	
	-- Returns true if cid is within the talkRadius of this npc.
	function NpcHandler:isInRange(cid)
		local playerPos = getPlayerPosition(cid)
		if playerPos == LUA_ERROR or playerPos == LUA_NO_ERROR then
			return false
		end
		
		local sx, sy, sz = selfGetPosition()
		local dx = math.abs(sx-playerPos.x)
		local dy = math.abs(sy-playerPos.y)
		local dz = math.abs(sz-playerPos.z)
		
		local dist = (dx^2 + dy^2)^0.5
		
		return (dist <= self.talkRadius and dz == 0)
	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 true.
	function NpcHandler:say(message, shallDelay)
		if(shallDelay == nil) then
			shallDelay = true
		end
		if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or shallDelay == false) then
			selfSay(message)
			return
		end
		self.talkDelay.message = message
		self.talkDelay.time = os.time()+self.talkDelayTime
	end
	
	
end
 
ye, its in modules
Code:
elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then
			local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost*module.amount, parentParameters.charges)
			if(ret == LUA_NO_ERROR) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_NEEDMOREMONEY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg)
			end

But how can you make a function for cap(like there is one now for money)? I can't find "cap" being declared anywhere.
I'm shit with LUA, sorry :p
 
Ok, well as I said, its way over the top for my LUA level, so I'll just abandon it.
Dunno if you still wanna do anything about it.

Thanks anyway :)
 
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