• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Problem with buyableitem

Sannnna

New Member
Joined
Jun 28, 2009
Messages
58
Reaction score
0
Location
Sweden
hello, i could need some help with my npc scripts..

After i updated my npc system, i could no longer buy stuff from the npc, just sell it..

My npcs look like this!!

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

function onCreatureAppear(cid)                npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid)             npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg)     npcHandler:onCreatureSay(cid, type, msg) end
function onThink()                         npcHandler:onThink() end

local shopModule = ShopModule:new() 
npcHandler:addModule(shopModule) 

shopModule:addSellableItem({'white pearl'}, 2143, 280, 'white pearl') 
shopModule:addSellableItem({'black pearl'}, 2144, 280, 'black pearl') 
shopModule:addSellableItem({'small diamond'}, 2145, 300, 'small diamond')
shopModule:addSellableItem({'small sapphire'}, 2146, 250, 'small sapphire') 
shopModule:addSellableItem({'small ruby'}, 2147, 250, 'small ruby') 
shopModule:addSellableItem({'small emerald'}, 2149, 250, 'small emerald') 
shopModule:addSellableItem({'small amethyst'}, 2150, 250, 'small amethyst') 
shopModule:addSellableItem({'talon'}, 2151, 500, 'talon')
shopModule:addSellableItem({'violet gem'}, 2153, 100000, 'violet gem')
shopModule:addSellableItem({'yellow gem'}, 2154, 3000, 'yellow gem')
shopModule:addSellableItem({'green gem'}, 2155, 50000, 'green gem')
shopModule:addSellableItem({'red gem'}, 2156, 1000, 'red gem')
shopModule:addSellableItem({'blue gem'}, 2158, 50000, 'blue gem')
shopModule:addSellableItem({'scarab coin'}, 2159, 300, 'scarab coin')
shopModule:addSellableItem({'blue shimmering pearl'}, 7632, 3000, 'blue shimmering pearl')
shopModule:addSellableItem({'brown shimmering pearl'}, 7633, 3000, 'brown shimmering pearl')
shopModule:addSellableItem({'gold ingot'}, 9971, 5000, 'gold ingot')
shopModule:addSellableItem({'small topaz'}, 9970, 300, 'small topaz')

shopModule:addBuyableItem({'white pearl'}, 2143, 600, 'white pearl') 
shopModule:addBuyableItem({'black pearl'}, 2144, 600, 'black pearl') 
shopModule:addBuyableItem({'small diamond'}, 2145, 600, 'small diamond')
shopModule:addBuyableItem({'small sapphire'}, 2146, 500, 'small sapphire') 
shopModule:addBuyableItem({'small ruby'}, 2147, 500, 'small ruby') 
shopModule:addBuyableItem({'small emerald'}, 2149, 500, 'small emerald') 
shopModule:addBuyableItem({'small amethyst'}, 2150, 500, 'small amethyst') 

npcHandler:addModule(FocusModule:new())



My module.lua
Code:
-- Advanced NPC System (Created by Jiddo),
-- Modified by Talaturen.
-- Modified by Elf.

if(Modules == nil) then
	-- Constants used to separate buying from selling.
	SHOPMODULE_SELL_ITEM = 1
	SHOPMODULE_BUY_ITEM = 2
	SHOPMODULE_BUY_ITEM_CONTAINER = 3

	-- Constants used for shop mode. Notice: addBuyableItemContainer is working on all modes
	SHOPMODULE_MODE_TALK = 1 -- Old system used before Tibia 8.2: sell/buy item name
	SHOPMODULE_MODE_TRADE = 2 -- Trade window system introduced in Tibia 8.2
	SHOPMODULE_MODE_BOTH = 3 -- Both working at one time

	-- Used in shop mode
	SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

	-- Constants used for outfit giving mode
	OUTFITMODULE_FUNCTION_OLD = { doPlayerAddOutfit, canPlayerWearOutfit } -- lookType usage
	OUTFITMODULE_FUNCTION_NEW = { doPlayerAddOutfitId, canPlayerWearOutfitId } -- OutfitId usage

	-- Used in outfit module
	OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_NEW
	if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == nil) then
		OUTFITMODULE_FUNCTION = OUTFITMODULE_FUNCTION_OLD
	end

	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

		local onlyFocus = (parameters.onlyFocus == nil or parameters.onlyFocus == true)
		if(not npcHandler:isFocused(cid) and onlyFocus) then
			return false
		end

		local parseInfo = {[TAG_PLAYERNAME] = getCreatureName(cid)}
		npcHandler:say(npcHandler:parseMessage(parameters.text or parameters.message, parseInfo), cid, parameters.publicize and true)
		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 brozne coins. Do you want me to promote you?'})
		-- 		node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, promotion = 1, level = 20}, text = 'Congratulations! You are now promoted.')
		-- 		node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, text = 'Alright 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(not npcHandler:isFocused(cid)) then
			return false
		end

		if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('premiumForPromotion')) or not(parameters.premium)) then
			if(getPlayerPromotionLevel(cid) >= parameters.promotion) then
				npcHandler:say('You are already promoted!', cid)
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('I am sorry, but I can only promote you once you have reached level ' .. parameters.level .. '.', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
				npcHandler:say('You do not have enough money!', cid)
			else
				setPlayerPromotionLevel(cid, parameters.promotion)
				npcHandler:say(parameters.text, cid)
			end
		else
			npcHandler:say("You need a premium account in order to get promoted.", cid)
		end

		npcHandler:resetNpc()
		return true
	end

	function StdModule.learnSpell(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.learnSpell called without any npcHandler instance.')
		end

		if(not npcHandler:isFocused(cid)) then
			return false
		end

		if(isPlayerPremiumCallback(cid) or not(parameters.premium)) then
			if(getPlayerLearnedInstantSpell(cid, parameters.spellName)) then
				npcHandler:say('You already know this spell.', cid)
			elseif(getPlayerLevel(cid) < parameters.level) then
				npcHandler:say('You need to obtain a level of ' .. parameters.level .. ' or higher to be able to learn ' .. parameters.spellName .. '.', cid)
			elseif(not parameters.vocation(cid)) then
				npcHandler:say('This spell is not for your vocation', cid)
			elseif(not doPlayerRemoveMoney(cid, parameters.price)) then
				npcHandler:say('You do not have enough money, this spell costs ' .. parameters.price .. ' gold coins.', cid)
			else
				npcHandler:say('You have learned ' .. parameters.spellName .. '.', cid)
				playerLearnInstantSpell(cid, parameters.spellName)
			end
		else
			npcHandler:say('You need a premium account in order to buy ' .. parameters.spellName .. '.', cid)
		end

		npcHandler:resetNpc()
		return true
	end

	function StdModule.bless(cid, message, keywords, parameters, node)
		local npcHandler = parameters.npcHandler
		if(npcHandler == nil) then
			error('StdModule.bless called without any npcHandler instance.')
		end

		if(not npcHandler:isFocused(cid)) then
			return false
		end

		if(isPlayerPremiumCallback(cid) or not getBooleanFromString(getConfigValue('blessingsOnlyPremium')) or not parameters.premium) then
			local price = parameters.baseCost
			if(getPlayerLevel(cid) > parameters.startLevel) then
				price = (price + ((math.min(parameters.endLevel, getPlayerLevel(cid)) - parameters.startLevel) * parameters.levelCost))
			end

			if(getPlayerBlessing(cid, parameters.number)) then
				npcHandler:say("Gods have already blessed you with this blessing!", cid)
			elseif(not doPlayerRemoveMoney(cid, price)) then
				npcHandler:say("You don't have enough money for blessing.", cid)
			else
				npcHandler:say("You have been blessed by one of the five gods!", cid)
				doPlayerAddBlessing(cid, parameters.number)
			end
		else
			npcHandler:say('You need a premium account in order to be blessed.', cid)
		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(not npcHandler:isFocused(cid)) then
			return false
		end

		local storage, pzLocked = parameters.storageValue or (EMPTY_STORAGE + 1), parameters.allowLocked or false
		if(parameters.premium and not isPlayerPremiumCallback(cid)) then
			npcHandler:say('I can only allow premium players to travel with me.', cid)
		elseif(parameters.level ~= nil and getPlayerLevel(cid) < parameters.level) then
			npcHandler:say('You must reach level ' .. parameters.level .. ' before I can let you go there.', cid)
		elseif(parameters.storageId ~= nil and getPlayerStorageValue(cid, parameters.storageId) < storage) then
			npcHandler:say(parameters.storageInfo or 'You may not travel there!', cid)
		elseif(not pzLocked and isPlayerPzLocked(cid)) then
			npcHandler:say('Get out of there with this blood!', cid)
		elseif(not doPlayerRemoveMoney(cid, parameters.cost)) then
			npcHandler:say('You do not have enough money.', cid)
		else
			npcHandler:say('It was a pleasure doing business with you.', cid)
			npcHandler:releaseFocus(cid)

			doTeleportThing(cid, parameters.destination, false)
			doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)
		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
	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(not parameters.module.npcHandler:isFocused(cid)) then
			return false
		end

		parameters.module.npcHandler:onFarewell(cid)
		return true
	end

	-- Custom message matching callback function for greeting messages.
	function FocusModule.messageMatcher(keywords, message)
		local spectators = getSpectators(getCreaturePosition(getNpcId()), 7, 7)
		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
					if(string.find(message, getCreatureName(getNpcId()))) then
						return true
					end

					for i, uid in ipairs(spectators) do
						if(string.find(message, getCreatureName(uid))) then
							return false
						end
					end

					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
	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 = {}
	end

	-- Parses all known parameters.
	function TravelModule:parseParameters()
		local ret = NpcSystem.getParameter('travel_destinations')
		if(ret ~= nil) then
			self:parseDestinations(ret)
			for _, word in ipairs({'destination', 'list', 'where', 'travel'}) do
				self.npcHandler.keywordHandler:addKeyword({word}, TravelModule.listDestinations, {module = self})
			end
		end
	end

	function TravelModule:parseDestinations(data)
		for destination in string.gmatch(data, '[^;]+') do
			local i, name, pos, cost, premium, level, storage = 1, nil, {x = nil, y = nil, z = nil}, nil, false
			for tmp in string.gmatch(destination, '[^,]+') do
				if(i == 1) then
					name = tmp
				elseif(i == 2) then
					pos.x = tonumber(tmp)
				elseif(i == 3) then
					pos.y = tonumber(tmp)
				elseif(i == 4) then
					pos.z = tonumber(tmp)
				elseif(i == 5) then
					cost = tonumber(tmp)
				elseif(i == 6) then
					premium = getBooleanFromString(tmp)
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in travel destination parameter.', tmp, destination)
				end

				i = i + 1
			end

			if(name ~= nil and pos.x ~= nil and pos.y ~= nil and pos.z ~= nil and cost ~= nil) then
				self:addDestination(name, pos, cost, premium)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for travel destination:', name, pos, 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, bringwords = {}, {}
		table.insert(keywords, name)

		table.insert(bringwords, 'bring me to ' .. name)
		self.npcHandler.keywordHandler:addKeyword(bringwords, TravelModule.bring, parameters)

		local node = self.npcHandler.keywordHandler:addKeyword(keywords, TravelModule.travel, parameters)
		node:addChildKeywordNode(self.yesNode)
		node:addChildKeywordNode(self.noNode)
	end

	function TravelModule.travel(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		module.npcHandler:say('Do you want to travel to ' .. keywords[1] .. ' for ' .. parameters.cost .. ' gold coins?', cid)
		return true
	end

	function TravelModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local parent = node:getParent():getParameters()
		if(isPlayerPremiumCallback(cid) or not parent.premium) then
			if(not isPlayerPzLocked(cid)) then
				if(doPlayerRemoveMoney(cid, parent.cost)) then
					module.npcHandler:say('It was a pleasure doing business with you.', cid)
					module.npcHandler:releaseFocus(cid)

					doTeleportThing(cid, parent.destination, true)
					doSendMagicEffect(parent.destination, CONST_ME_TELEPORT)
				else
					module.npcHandler:say('You do not have enough money.', cid)
				end
			else
				module.npcHandler:say('Get out of there with this blood!', cid)
			end
		else
			modulenpcHandler:say('I can only allow premium players to travel there.', cid)
		end

		module.npcHandler:resetNpc()
		return true
	end

	-- onDecline 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(not module.npcHandler:isFocused(cid)) then
			return false
		end

		module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)
		module.npcHandler:resetNpc()
		return true
	end

	function TravelModule.bring(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		if((isPlayerPremiumCallback(cid) or not parameters.premium) and not isPlayerPzLocked(cid) and doPlayerRemoveMoney(cid, parameters.cost)) then
			module.npcHandler:say('Sure!', cid)
			module.npcHandler:releaseFocus(cid)

			doTeleportThing(cid, parameters.destination, false)
			doSendMagicEffect(parameters.destination, CONST_ME_TELEPORT)
		end

		module.npcHandler:releaseFocus(cid)
		return true
	end

	function TravelModule.listDestinations(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local msg = nil
		for _, destination in ipairs(module.destinations) do
			if(msg ~= nil) then
				msg = msg .. ", "
			else
				msg = ""
			end

			msg = msg .. "{" .. destination .. "}"
		end

		module.npcHandler:say(msg .. ".", cid)
		module.npcHandler:resetNpc()
		return true
	end

	OutfitModule = {
		npcHandler = nil,
		outfits = nil,
		yesNode = nil,
		noNode = nil,
	}
	-- Add it to the parseable module list.
	Modules.parseableModules['module_outfit'] = OutfitModule

	function OutfitModule:new()
		if(OUTFITMODULE_FUNCTION[1] == nil or OUTFITMODULE_FUNCTION[2] == nil) then
			return nil
		end

		local obj = {}
		setmetatable(obj, self)
		self.__index = self
		return obj
	end

	function OutfitModule:init(handler)
		self.npcHandler = handler
		self.yesNode = KeywordNode:new(SHOP_YESWORD, OutfitModule.onConfirm, {module = self})
		self.noNode = KeywordNode:new(SHOP_NOWORD, OutfitModule.onDecline, {module = self})

		self.outfits = {}
	end

	-- Parses all known parameters.
	function OutfitModule:parseParameters()
		local ret = NpcSystem.getParameter('outfits')
		if(ret ~= nil) then
			self:parseKeywords(ret)
			for _, word in ipairs({'outfits', 'addons'}) do
				self.npcHandler.keywordHandler:addKeyword({word}, OutfitModule.listOutfits, {module = self})
			end
		end
	end

	function OutfitModule:parseKeywords(data)
		local n = 1
		for outfit in string.gmatch(data, '[^;]+') do
			local i, keywords = 1, {}
			for tmp in string.gmatch(outfit, '[^,]+') do
				table.insert(keywords, tmp)
				i = i + 1
			end

			if(i > 0) then
				local ret = NpcSystem.getParameter('outfit' .. n)
				if(ret ~= nil) then
					self:parseList(keywords, ret)
				else
					print('[Warning] NpcSystem:', 'Missing \'outfit' .. n .. '\' parameter, skipping...')
				end
			else
				print('[Warning] NpcSystem:', 'No keywords found for outfit set #' .. n .. ', skipping...')
			end

			n = n + 1
		end
	end

	function OutfitModule:parseList(keywords, data)
		local outfit, items = nil, {}
		for list in string.gmatch(data, '[^;]+') do
			local a, b, c, d, e = nil, nil, nil, nil, 1
			for tmp in string.gmatch(list, '[^,]+') do
				if(e == 1) then
					a = tmp
				elseif(e == 2) then
					b = tmp
				elseif(e == 3) then
					c = tmp
				elseif(e == 4) then
					d = tmp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in outfit list while parsing ' .. (outfit == nil and 'outfit' or 'item') .. '.', tmp, list)
				end

				e = e + 1
			end

			if(outfit == nil) then
				outfit = {tonumber(a), tonumber(b), getBooleanFromString(c), d}
			elseif(a ~= nil) then
				local tmp = tonumber(a)
				if((tmp ~= nil or tostring(a) == "money") and b ~= nil and c ~= nil) then
					a = tmp or 20000
					tmp = tonumber(d)
					if(tmp == nil) then
						tmp = -1
					end

					items[a] = {b, tmp, c}
				else
					print('[Warning] NpcSystem:', 'Missing parameter(s) for outfit items.', b, c, d)
				end
			else
				print('[Warning] NpcSystem:', 'Missing base parameter for outfit items.', a)
			end
		end

		if(type(outfit) == 'table') then
			local tmp = true
			for i = 1, 2 do
				if(outfit[i] == nil) then
					tmp = false
					break
				end
			end

			if(tmp and table.maxn(items) > 0) then
				self:addOutfit(keywords, outfit, items)
			else
				print('[Warning] NpcSystem:', 'Invalid outfit, addon or empty items pool.', data)
			end
		end
	end

	function OutfitModule:addOutfit(keywords, outfit, items)
		table.insert(self.outfits, keywords[1])
		local parameters = {
			outfit = outfit[1],
			addon = outfit[2],
			premium = outfit[3],
			gender = nil,
			items = items,
			module = self
		}

		if(outfit[4] ~= nil) then
			local tmp = string.lower(tostring(outfit[5]))
			if(tmp == 'male' or tmp == '1') then
				parameters.gender = 1
			elseif(tmp == 'female' or tmp == '0') then
				parameters.gender = 0
			end
		end

		for i, name in pairs(keywords) do
			local words = {}
			table.insert(words, name)

			local node = self.npcHandler.keywordHandler:addKeyword(words, OutfitModule.obtain, parameters)
			node:addChildKeywordNode(self.yesNode)
			node:addChildKeywordNode(self.noNode)
		end
	end

	function OutfitModule.obtain(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local i, items, size = 0, nil, table.maxn(parameters.items)
		for k, v in pairs(parameters.items) do
			if(v[1] ~= "storageset") then
				i = i + 1
				if(items ~= nil) then
					if(i == size) then
						items = items .. " and "
					else
						items = items .. ", "
					end
				else
					items = ""
				end

				if(tonumber(v[1]) ~= nil and tonumber(v[1]) > 1) then
					items = items .. v[1] .. " "
				end

				items = items .. v[3]
			end
		end
	
		module.npcHandler:say('Do you want ' .. keywords[1] .. ' ' .. (addon == 0 and "outfit" or "addon") .. ' for ' .. items .. '?', cid)
		return true

	end

	function OutfitModule.onConfirm(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local parent = node:getParent():getParameters()
		if(isPlayerPremiumCallback(cid) or not parent.premium) then
			if(not OUTFITMODULE_FUNCTION[2](cid, parent.outfit, parent.addon)) then
				if(parent.addon == 0 or OUTFITMODULE_FUNCTION[2](cid, parent.outfit)) then
					if(parent.gender == nil or parent.gender == getPlayerSex(cid)) then
						local found = true
						for k, v in pairs(parent.items) do
							local tmp = tonumber(v[1])
							if(tmp == nil) then
								if(v[1] == "storagecheck") then
									if(getCreatureStorage(cid, k) < v[2]) then
										found = false
									end
								elseif(v[1] == "outfitid") then
									if(not canPlayerWearOutfitId(cid, k, v[2])) then
										found = false
									end
								elseif(v[1] == "outfit") then
									if(not canPlayerWearOutfit(cid, k, v[2])) then
										found = false
									end
								else
									found = false
								end
							elseif(k == 20000) then
								if(getPlayerMoney(cid) < tmp) then
									found = false
								end
							elseif(getPlayerItemCount(cid, k, v[2]) < tmp) then
								found = false
							end

							if(not found) then
								break
							end
						end

						if(found) then
							for k, v in pairs(parent.items) do
								if(tonumber(v[1]) ~= nil) then
									if(k == 20000) then
										doPlayerRemoveMoney(cid, v[1])
									else
										doPlayerRemoveItem(cid, k, v[1], v[2])
									end
								elseif(v[1] == "storageset") then
									doCreatureSetStorage(cid, k, v[2])
								end
							end

							module.npcHandler:say('It was a pleasure to dress you.', cid)
							OUTFITMODULE_FUNCTION[1](cid, parent.outfit, parent.addon)
							doPlayerSetStorageValue(cid, parent.storageId, storage)
						else
							module.npcHandler:say('You don\'t have these items!', cid)
						end
					else
						module.npcHandler:say('Sorry, this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. ' is not for your gender.', cid)
					end
				else
					module.npcHandler:say('I will not dress you with addon of outfit you cannot wear!', cid)
				end
			else
				module.npcHandler:say('You alrady have this ' .. (parent.addon == 0 and 'outfit' or 'addon') .. '!', cid)
			end
		else
			module.npcHandler:say('Sorry, I dress only premium players.', cid)
		end

		module.npcHandler:resetNpc()
		return true
	end

	-- onDecline keyword callback function. Generally called when the player sais 'no' after wanting to buy an item.
	function OutfitModule.onDecline(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		module.npcHandler:say(module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), {[TAG_PLAYERNAME] = getCreatureName(cid)}), cid)
		module.npcHandler:resetNpc()
		return true
	end

	function OutfitModule.listOutfits(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local msg, size = nil, table.maxn(module.outfits)
		if(size > 0) then
			for i, outfit in ipairs(module.outfits) do
				if(msg ~= nil) then
					if(i == size) then
						msg = msg .. " and "
					else
						msg = msg .. ", "
					end
				else
					msg = "I can dress you into "
				end

				msg = msg .. "{" .. outfit .. "}"
			end
		else
			msg = "Sorry, I have nothing to offer right now."
		end

		module.npcHandler:say(msg .. ".", cid)
		module.npcHandler:resetNpc()
		return true
	end

	ShopModule = {
		npcHandler = nil,
		yesNode = nil,
		noNode = nil,
		noText = '',
		maxCount = 100,
		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_buyable')
		if(ret ~= nil) then
			self:parseBuyable(ret)
		end

		local ret = NpcSystem.getParameter('shop_sellable')
		if(ret ~= nil) then
			self:parseSellable(ret)
		end

		local ret = NpcSystem.getParameter('shop_buyable_containers')
		if(ret ~= nil) then
			self:parseBuyableContainers(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, name, itemid, cost, subType, realName = 1, nil, nil, nil, nil, 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
					subType = tonumber(temp)
				elseif(i == 5) then
					realName = temp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
				end
				i = i + 1
			end

			if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
				if(itemid ~= nil and cost ~= nil) then
					if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
						print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
					else
						self:addBuyableItem(nil, itemid, cost, subType, realName)
					end
				else
					print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
				end
			elseif(name ~= nil and itemid ~= nil and cost ~= nil) then
				if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
					print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
				else
					local names = {}
					table.insert(names, name)
					self:addBuyableItem(names, itemid, cost, subType, realName)
				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, name, itemid, cost, realName = 1, nil, nil, nil, 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
					realName = temp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in sellable items parameter.', temp, item)
				end
				i = i + 1
			end

			if(SHOPMODULE_MODE == SHOPMODULE_MODE_TRADE) then
				if(itemid ~= nil and cost ~= nil) then
					self:addSellableItem(nil, itemid, cost, realName)
				else
					print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', itemid, cost)
				end
			elseif(name ~= nil and itemid ~= nil and cost ~= nil) then
				local names = {}
				table.insert(names, name)
				self:addSellableItem(names, itemid, cost, realName)
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, itemid, cost)
			end
		end
	end

	-- Parse a string contaning a set of buyable items.
	function ShopModule:parseBuyableContainers(data)
		for item in string.gmatch(data, '[^;]+') do
			local i, name, container, itemid, cost, subType, realName = 1, nil, nil, nil, nil, nil, 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
					itemid = tonumber(temp)
				elseif(i == 4) then
					cost = tonumber(temp)
				elseif(i == 5) then
					subType = tonumber(temp)
				elseif(i == 6) then
					realName = temp
				else
					print('[Warning] NpcSystem:', 'Unknown parameter found in buyable items parameter.', temp, item)
				end
				i = i + 1
			end

			if(name ~= nil and container ~= nil and itemid ~= nil and cost ~= nil) then
				if((isItemRune(itemid) or isItemFluidContainer(itemid)) and subType == nil) then
					print('[Warning] NpcSystem:', 'SubType missing for parameter item:', item)
				else
					local names = {}
					table.insert(names, name)
					self:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
				end
			else
				print('[Warning] NpcSystem:', 'Parameter(s) missing for item:', name, container, 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)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			for i, word in pairs(SHOP_TRADEREQUEST) do
				local obj = {}
				table.insert(obj, word)

				obj.callback = SHOP_TRADEREQUEST.callback or ShopModule.messageMatcher
				handler.keywordHandler:addKeyword(obj, ShopModule.requestTrade, {module = self})
			end
		end
	end

	-- Custom message matching callback function for requesting trade messages.
	function ShopModule.messageMatcher(keywords, message)
		for i, word in pairs(keywords) do
			if(type(word) == 'string' and string.find(message, word) and not string.find(message, '[%w+]' .. word) and not string.find(message, word .. '[%w+]')) then
				return true
			end
		end

		return false
	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, b, e = 1, string.find(message, PATTERN_COUNT)
		if(b ~= nil and e ~= nil) then
			ret = tonumber(string.sub(message, b, e))
		end

		return math.max(1, math.min(self.maxCount, ret))
	end

	-- Adds a new buyable item.
	--	names = A table containing one or more strings of alternative names to this item. Used only for old buy/sell system.
	--	itemid = The itemid of the buyable item
	--	cost = The price of one single item
	--	subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.
	--	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 (getItemNameById will be used)
	function ShopModule:addBuyableItem(names, itemid, cost, subType, realName)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			local item = {
				id = itemid,
				buy = cost,
				sell = -1,
				subType = subType or 1,
				name = realName or getItemNameById(itemid)
			}

			for i, shopItem in ipairs(self.npcHandler.shopItems) do
				if(shopItem.id == item.id and shopItem.subType == item.subType) then
					if(item.sell ~= shopItem.sell) then
						item.sell = shopItem.sell
					end

					self.npcHandler.shopItems[i] = item
					item = nil
					break
				end
			end

			if(item ~= nil) then
				table.insert(self.npcHandler.shopItems, item)
			end
		end

		if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
			local parameters = {
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_BUY_ITEM,
				module = self,
				realName = realName or getItemNameById(itemid),
				subType = subType or 1
			}

			for i, name in pairs(names) do
				local keywords = {}
				table.insert(keywords, 'buy')
				table.insert(keywords, name)

				local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
				node:addChildKeywordNode(self.yesNode)
				node:addChildKeywordNode(self.noNode)
			end
		end
	end

	-- Adds a new buyable container of items.
	--	names = A table containing one or more strings of alternative names to this item.
	--	container = Backpack, bag or any other itemid of container where bought items will be stored
	--	itemid = The itemid of the buyable item
	--	cost = The price of one single item
	--	subType - The subType of each rune or fluidcontainer item. Can be left out if it is not a rune/fluidcontainer. Default value is 1.
	--	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 (getItemNameById will be used)
	function ShopModule:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
		if(names ~= nil) then
			local parameters = {
				container = container,
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_BUY_ITEM_CONTAINER,
				module = self,
				realName = realName or getItemNameById(itemid),
				subType = subType or 1
			}

			for i, name in pairs(names) do
				local keywords = {}
				table.insert(keywords, 'buy')
				table.insert(keywords, name)

				local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
				node:addChildKeywordNode(self.yesNode)
				node:addChildKeywordNode(self.noNode)
			end
		end
	end

	-- Adds a new sellable item.
	--	names = A table containing one or more strings of alternative names to this item. Used only by old buy/sell system.
	--	itemid = The itemid of the sellable item
	--	cost = The price of one single item
	--	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 (getItemNameById will be used)
	function ShopModule:addSellableItem(names, itemid, cost, realName)
		if(SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK) then
			local item = {
				id = itemid,
				buy = -1,
				sell = cost,
				subType = 1,
				name = realName or getItemNameById(itemid)
			}

			for i, shopItem in ipairs(self.npcHandler.shopItems) do
				if(shopItem.id == item.id and shopItem.subType == item.subType) then
					if(item.buy ~= shopItem.buy) then
						item.buy = shopItem.buy
					end

					self.npcHandler.shopItems[i] = item
					item = nil
					break
				end
			end

			if(item ~= nil) then
				table.insert(self.npcHandler.shopItems, item)
			end
		end

		if(names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
			local parameters = {
				itemid = itemid,
				cost = cost,
				eventType = SHOPMODULE_SELL_ITEM,
				module = self,
				realName = realName or getItemNameById(itemid)
			}

			for i, name in pairs(names) do
				local 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
	end

	-- onModuleReset callback function. Calls ShopModule:reset()
	function ShopModule:callbackOnModuleReset()
		self:reset()
		return true
	end

	-- Callback onBuy() function. If you wish, you can change certain Npc to use your onBuy().
	function ShopModule:callbackOnBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		local shopItem = nil
		for _, item in ipairs(self.npcHandler.shopItems) do
			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 == -1) then
			error("[ShopModule.onSell]", "Attempt to purchase an item which only sellable")
			return false
		end

		local backpack, totalCost = 1988, amount * shopItem.buy
		if(inBackpacks) then
			totalCost = totalCost + (math.max(1, math.floor(amount / getContainerCapById(backpack))) * 20)
		end

		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = amount,
			[TAG_TOTALCOST] = totalCost,
			[TAG_ITEMNAME] = shopItem.name
		}

		if(getPlayerMoney(cid) < totalCost) then
			local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY)
			doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))
			return false
		end

		local subType = shopItem.subType 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

			local msg = self.npcHandler:getMessage(msgId)
			parseInfo[TAG_ITEMCOUNT] = a

			doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				self.npcHandler.talkStart[cid] = os.time()
			else
				self.npcHandler.talkStart = os.time()
			end

			if(a > 0) then
				doPlayerRemoveMoney(cid, ((a * shopItem.buy) + (b * 20)))
				return true
			end

			return false
		end

		local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT)
		doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, self.npcHandler:parseMessage(msg, parseInfo))

		doPlayerRemoveMoney(cid, totalCost)
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			self.npcHandler.talkStart[cid] = os.time()
		else
			self.npcHandler.talkStart = os.time()
		end

		return true
	end

	-- Callback onSell() function. If you wish, you can change certain Npc to use your onSell().
	function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
		local shopItem = nil
		for _, item in ipairs(self.npcHandler.shopItems) do
			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.sell == -1) then
			error("[ShopModule.onSell]", "Attempt to sell an item which is only buyable")
			return false
		end

		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = amount,
			[TAG_TOTALCOST] = amount * shopItem.sell,
			[TAG_ITEMNAME] = shopItem.name
		}

		if(subType < 1 or getItemInfo(itemid).stackable) then
			subType = -1
		end

		if(doPlayerRemoveItem(cid, itemid, amount, subType)) then
			local msg = self.npcHandler:getMessage(MESSAGE_SOLD)
			doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, self.npcHandler:parseMessage(msg, parseInfo))

			doPlayerAddMoney(cid, amount * shopItem.sell)
			if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
				self.npcHandler.talkStart[cid] = os.time()
			else
				self.npcHandler.talkStart = os.time()
			end

			return true
		end

		local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM)
		doPlayerSendCancel(cid, self.npcHandler:parseMessage(msg, parseInfo))
		if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
			self.npcHandler.talkStart[cid] = os.time()
		else
			self.npcHandler.talkStart = os.time()
		end

		return false
	end

	-- Callback for requesting a trade window with the NPC.
	function ShopModule.requestTrade(cid, message, keywords, parameters, node)
		local module = parameters.module
		if(not module.npcHandler:isFocused(cid)) then
			return false
		end

		if(table.maxn(module.npcHandler.shopItems) == 0) then
			local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
			local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_NOSHOP), parseInfo)

			module.npcHandler:say(msg, cid)
			return true
		end

		local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
		local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_SENDTRADE), parseInfo)
		openShopWindow(cid, module.npcHandler.shopItems,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks)
				module.npcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
			end,
			function(cid, itemid, subType, amount, ignoreCap, inBackpacks)
				module.npcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
			end
		)

		module.npcHandler:say(msg, cid)
		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(not module.npcHandler:isFocused(cid)) 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
		}

		if(parentParameters.eventType == SHOPMODULE_SELL_ITEM) then
			local ret = doPlayerSellItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount)
			if(ret) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONSELL)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_MISSINGITEM)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			end
		elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM) then
			local ret = doPlayerBuyItem(cid, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
			if(ret) then
				if parentParameters.itemid == ITEM_PARCEL then
					doPlayerBuyItem(cid, ITEM_LABEL, module.amount, 0, parentParameters.subType)
				end
				local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			end
		elseif(parentParameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
			local ret = doPlayerBuyItemContainer(cid, parentParameters.container, parentParameters.itemid, module.amount, parentParameters.cost * module.amount, parentParameters.subType)
			if(ret) then
				local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			else
				local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
				msg = module.npcHandler:parseMessage(msg, parseInfo)
				module.npcHandler:say(msg, cid)
			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(not module.npcHandler:isFocused(cid)) 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
		}

		local msg = module.npcHandler:parseMessage(module.noText, parseInfo)
		module.npcHandler:say(msg, cid)
		module.npcHandler:resetNpc()
		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(not module.npcHandler:isFocused(cid)) then
			return false
		end

		local count = module:getCount(message)
		module.amount = count
		local parseInfo = {
			[TAG_PLAYERNAME] = getPlayerName(cid),
			[TAG_ITEMCOUNT] = module.amount,
			[TAG_TOTALCOST] = parameters.cost * module.amount,
			[TAG_ITEMNAME] = parameters.realName
		}

		if(parameters.eventType == SHOPMODULE_SELL_ITEM) then
			local msg = module.npcHandler:getMessage(MESSAGE_SELL)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		elseif(parameters.eventType == SHOPMODULE_BUY_ITEM) then
			local msg = module.npcHandler:getMessage(MESSAGE_BUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		elseif(parameters.eventType == SHOPMODULE_BUY_ITEM_CONTAINER) then
			local msg = module.npcHandler:getMessage(MESSAGE_BUY)
			msg = module.npcHandler:parseMessage(msg, parseInfo)
			module.npcHandler:say(msg, cid)
		end

		return true
	end
end


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

function onCreatureAppear(cid)                npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid)             npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg)     npcHandler:onCreatureSay(cid, type, msg) end
function onThink()                         npcHandler:onThink() end

local shopModule = ShopModule:new() 
npcHandler:addModule(shopModule) 

shopModule:addSellableItem({'white pearl'}, 2143, 280, 'white pearl') 
shopModule:addSellableItem({'black pearl'}, 2144, 280, 'black pearl') 
shopModule:addSellableItem({'small diamond'}, 2145, 300, 'small diamond')
shopModule:addSellableItem({'small sapphire'}, 2146, 250, 'small sapphire') 
shopModule:addSellableItem({'small ruby'}, 2147, 250, 'small ruby') 
shopModule:addSellableItem({'small emerald'}, 2149, 250, 'small emerald') 
shopModule:addSellableItem({'small amethyst'}, 2150, 250, 'small amethyst') 
shopModule:addSellableItem({'talon'}, 2151, 500, 'talon')
shopModule:addSellableItem({'violet gem'}, 2153, 100000, 'violet gem')
shopModule:addSellableItem({'yellow gem'}, 2154, 3000, 'yellow gem')
shopModule:addSellableItem({'green gem'}, 2155, 50000, 'green gem')
shopModule:addSellableItem({'red gem'}, 2156, 1000, 'red gem')
shopModule:addSellableItem({'blue gem'}, 2158, 50000, 'blue gem')
shopModule:addSellableItem({'scarab coin'}, 2159, 300, 'scarab coin')
shopModule:addSellableItem({'blue shimmering pearl'}, 7632, 3000, 'blue shimmering pearl')
shopModule:addSellableItem({'brown shimmering pearl'}, 7633, 3000, 'brown shimmering pearl')
shopModule:addSellableItem({'gold ingot'}, 9971, 5000, 'gold ingot')
shopModule:addSellableItem({'small topaz'}, 9970, 300, 'small topaz')

shopModule:addBuyableItem({'white pearl'}, 2143, 600, 1, 'white pearl') 
shopModule:addBuyableItem({'black pearl'}, 2144, 600, 1, 'black pearl') 
shopModule:addBuyableItem({'small diamond'}, 2145, 600, 1, 'small diamond')
shopModule:addBuyableItem({'small sapphire'}, 2146, 500, 1, 'small sapphire') 
shopModule:addBuyableItem({'small ruby'}, 2147, 500, 1, 'small ruby') 
shopModule:addBuyableItem({'small emerald'}, 2149, 500, 1, 'small emerald') 
shopModule:addBuyableItem({'small amethyst'}, 2150, 500, 1, 'small amethyst') 

npcHandler:addModule(FocusModule:new())
 
thanks Cykotitan, but why did you copy and paste my npc? :>..
Could need a solution for it thanks.. been searching around for it for 2 days now..
 
thanks Cykotitan, but why did you copy and paste my npc? :>..
Could need a solution for it thanks.. been searching around for it for 2 days now..

PHP:
shopModule:addBuyableItem({'white pearl'}, 2143, 600, 1, 'white pearl') 
shopModule:addBuyableItem({'black pearl'}, 2144, 600, 1, 'black pearl') 
shopModule:addBuyableItem({'small diamond'}, 2145, 600, 1, 'small diamond')
shopModule:addBuyableItem({'small sapphire'}, 2146, 500, 1, 'small sapphire') 
shopModule:addBuyableItem({'small ruby'}, 2147, 500, 1, 'small ruby') 
shopModule:addBuyableItem({'small emerald'}, 2149, 500, 1, 'small emerald') 
shopModule:addBuyableItem({'small amethyst'}, 2150, 500, 1, 'small amethyst')

the magic :w00t:
 
haha i'm sorry Cykotitan, i missed that you wrote ",1" behind the price :(, my bad.. Thank you so much :)..

And thank iruga without your post i had missed it, hehe..
Rep++ to both of you
 
Back
Top