• TibiaFace

    Tibiaface | Una comunidad Open Tibia donde encontras : mapas, scripts, Otserver, npc y amigos etc ...

    .
    demo menumenu

    Afiliados



    Votar:

    ERROR NPC DE 3ER PROMOTION

    Compartir:

    Ver el tema anterior Ver el tema siguiente Ir abajo  Mensaje (Página 1 de 1.)

    1ERROR NPC DE 3ER PROMOTION Empty ERROR NPC DE 3ER PROMOTION Dom Jul 16, 2017 1:59 pm

    Fosfik

    Fosfik
    Miembro
    Miembro
    TENGO PROBLEMAS AL PONER EL NPC DE LA 3ER PROMOTION, TODO ESTA BASADO EN ESTE SCRIPT DE GOD MAYA

    de aqui: [url=http://www.tibiaface.com/t2566-pedido-npc-para-3ra-promotion-tfs-1-xx?highlight=3er+promotion[/url]

    PERO NO ME FUNCIONA EL NPC NO ME DA LA 3ER PROMOTION, NO ME APARECE ERROR EN CONSOLA, SIMPLEMENTE NO ME DA.

    TODO EMPIEZA AQUI:
    data\npc\lib\npcsystem/modules.lua (hasta abajo)

    Código:
    function StdModule.promotePlayerr(cid, message, keywords, parameters, node)
          local npcHandler = parameters.npcHandler
          if npcHandler == nil then
             error("StdModule.promotePlayerr called without any npcHandler instance.")
          end

          if not npcHandler:isFocused(cid) then
             return false
          end
          
    local vocs = {
        nonPromoted = {1, 2, 3, 4},
        promoted = {5, 6, 7, 8},
        setPromotion = {
            [5] = 12,  --------> promotion nomal 5 ----->  tercera vocation 11
            [6] = 11,
            [7] = 10,
            [8] = 9
        }
    }
          local player = Player(cid)
          if player:isPremium() or not parameters.premium then
             local promotion = player:getVocation():getPromotion()
             if isInArray(vocs.nonPromoted, vocId) then
                npcHandler:say("usted necesita la primer promotion!", cid)
             elseif player:getLevel() < parameters.level then
                npcHandler:say("Lo siento! No puedo promoverte hasta que no hayas alcanzado el nivel " .. parameters.level .. ".", cid)
             elseif not player:removeMoney(parameters.cost) then
                npcHandler:say("No tienes suficiente feria no mames!", cid)
      
             else
                npcHandler:say(parameters.text, cid)
        player:setVocation(vocs.setPromotion[vocId])
                player:setStorageValue(50001, 1)
             end
          else
             npcHandler:say("Necesitas ser premium wei.", cid)
          end
          npcHandler:resetNpc(cid)
          return true
       end


    Y EN EL NPC QUE VA A VENDER LA PROMOTION TENGO ESTO:

    Código:
    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 node1 = keywordHandler:addKeyword({'promotion'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can promote you for 20000 gold coins. Do you want me to promote you?'})
       node1:addChildKeyword({'yes'}, StdModule.promotePlayer, {npcHandler = npcHandler, cost = 20000, level = 20, text = 'Congratulations! You are now promoted.'})
       node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})
      
      
       local node2 = keywordHandler:addKeyword({'super'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'I can promote you for 50000 gold coins. Do you want me to promote you?'})
       node2:addChildKeyword({'yes'}, StdModule.promotePlayerr, {npcHandler = npcHandler, cost = 50000, level = 300, text = 'Congratulations! You are now promoted.'})
       node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then, come back when you are ready.', reset = true})

    npcHandler:addModule(FocusModule:new())

    EL NPC FUNCIONA PERFECTAMENTE, SI HABLA AL DECIRLE "SUPER" QUE ES LA PALABARA PARA LA 3ER PROMOTION, PERO AL DECIRLE "YES" NO ME DA LA 3ER PROMOTION :/

    ESTE ES MI VOCATIONS.XML REVICENLO
    Código:

    <?xml version="1.0" encoding="UTF-8"?>
    <vocations>
     <vocation id="0" clientid="0" name="None" description="none" gaincap="10" gainhp="5" gainmana="5" gainhpticks="2" gainhpamount="5" gainmanaticks="2" gainmanaamount="5" manamultiplier="4.0" attackspeed="1000" basespeed="220" soulmax="100" gainsoulticks="120" fromvoc="0">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.6" />
     <skill id="1" multiplier="1.6" />
     <skill id="2" multiplier="1.6" />
     <skill id="3" multiplier="1.6" />
     <skill id="4" multiplier="1.6" />
     <skill id="5" multiplier="1.6" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="1" clientid="3" name="Sorcerer" description="a sorcerer" gaincap="10" gainhp="5" gainmana="30" gainhpticks="1" gainhpamount="40" gainmanaticks="1" gainmanaamount="60" manamultiplier="1.1" attackspeed="1300" basespeed="220" soulmax="100" gainsoulticks="120" fromvoc="1">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.5" />
     <skill id="1" multiplier="2.0" />
     <skill id="2" multiplier="2.0" />
     <skill id="3" multiplier="2.0" />
     <skill id="4" multiplier="2.0" />
     <skill id="5" multiplier="1.5" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="2" clientid="4" name="Druid" description="a druid" gaincap="10" gainhp="5" gainmana="30" gainhpticks="1" gainhpamount="40" gainmanaticks="1" gainmanaamount="60" manamultiplier="1.1" attackspeed="1300" basespeed="220" soulmax="100" gainsoulticks="120" fromvoc="2">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.5" />
     <skill id="1" multiplier="1.8" />
     <skill id="2" multiplier="1.8" />
     <skill id="3" multiplier="1.8" />
     <skill id="4" multiplier="1.8" />
     <skill id="5" multiplier="1.5" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="3" clientid="2" name="Paladin" description="a paladin" gaincap="20" gainhp="10" gainmana="15" gainhpticks="1" gainhpamount="40" gainmanaticks="1" gainmanaamount="50" manamultiplier="1.4" attackspeed="1300" basespeed="220" soulmax="100" gainsoulticks="120" fromvoc="3">
     <formula meleeDamage="1.0" distDamage="1.3" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.2" />
     <skill id="1" multiplier="1.2" />
     <skill id="2" multiplier="1.2" />
     <skill id="3" multiplier="1.2" />
     <skill id="4" multiplier="1.1" />
     <skill id="5" multiplier="1.1" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="4" clientid="1" name="Knight" description="a knight" gaincap="25" gainhp="15" gainmana="5" gainhpticks="1" gainhpamount="60" gainmanaticks="1" gainmanaamount="40" manamultiplier="3.0" attackspeed="1300" basespeed="220" soulmax="100" gainsoulticks="120" fromvoc="4">
     <formula meleeDamage="1.3" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.1" />
     <skill id="1" multiplier="1.1" />
     <skill id="2" multiplier="1.1" />
     <skill id="3" multiplier="1.1" />
     <skill id="4" multiplier="1.4" />
     <skill id="5" multiplier="1.1" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="5" clientid="3" name="Master Sorcerer" description="a master sorcerer" gaincap="10" gainhp="5" gainmana="30" gainhpticks="1" gainhpamount="60" gainmanaticks="1" gainmanaamount="100" manamultiplier="1.1" attackspeed="900" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="1">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.5" />
     <skill id="1" multiplier="2.0" />
     <skill id="2" multiplier="2.0" />
     <skill id="3" multiplier="2.0" />
     <skill id="4" multiplier="2.0" />
     <skill id="5" multiplier="1.5" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="6" clientid="4" name="Elder Druid" description="an elder druid" gaincap="10" gainhp="5" gainmana="30" gainhpticks="1" gainhpamount="60" gainmanaticks="1" gainmanaamount="100" manamultiplier="1.1" attackspeed="900" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="2">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.5" />
     <skill id="1" multiplier="1.8" />
     <skill id="2" multiplier="1.8" />
     <skill id="3" multiplier="1.8" />
     <skill id="4" multiplier="1.8" />
     <skill id="5" multiplier="1.5" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="7" clientid="2" name="Royal Paladin" description="a royal paladin" gaincap="20" gainhp="10" gainmana="15" gainhpticks="1" gainhpamount="60" gainmanaticks="1" gainmanaamount="80" manamultiplier="1.4" attackspeed="900" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="3">
     <formula meleeDamage="1.0" distDamage="1.3" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.2" />
     <skill id="1" multiplier="1.2" />
     <skill id="2" multiplier="1.2" />
     <skill id="3" multiplier="1.2" />
     <skill id="4" multiplier="1.1" />
     <skill id="5" multiplier="1.1" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="8" clientid="1" name="Elite Knight" description="an elite knight" gaincap="25" gainhp="15" gainmana="5" gainhpticks="1" gainhpamount="80" gainmanaticks="1" gainmanaamount="60" manamultiplier="3.0" attackspeed="900" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="4">
     <formula meleeDamage="1.3" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.1" />
     <skill id="1" multiplier="1.1" />
     <skill id="2" multiplier="1.1" />
     <skill id="3" multiplier="1.1" />
     <skill id="4" multiplier="1.4" />
     <skill id="5" multiplier="1.1" />
     <skill id="6" multiplier="1.1" />
     </vocation>
     <vocation id="9" clientid="1" name="Champion" description="a Champion" gaincap="25" gainhp="15" gainmana="5" gainhpticks="1" gainhpamount="80" gainmanaticks="1" gainmanaamount="100" manamultiplier="3.0" attackspeed="600" basespeed="440" soulmax="300" gainsoulticks="15" fromvoc="8">
     <formula meleeDamage="1.3" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.1" />
     <skill id="1" multiplier="1.1" />
     <skill id="2" multiplier="1.1" />
     <skill id="3" multiplier="1.1" />
     <skill id="4" multiplier="1.4" />
     <skill id="5" multiplier="1.0" />
     <skill id="6" multiplier="1.1" />
     </vocation>
    <vocation id="10" clientid="2" name="Guardian" description="a Guardian" gaincap="20" gainhp="10" gainmana="15" gainhpticks="1" gainhpamount="80" gainmanaticks="1" gainmanaamount="100" manamultiplier="1.4" attackspeed="600" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="7">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.2" />
     <skill id="1" multiplier="1.2" />
     <skill id="2" multiplier="1.2" />
     <skill id="3" multiplier="1.2" />
     <skill id="4" multiplier="1.1" />
     <skill id="5" multiplier="1.1" />
     <skill id="6" multiplier="1.1" />
    </vocation>
     <vocation id="11" clientid="4" name="Prophet" description="a Prophet" gaincap="10" gainhp="5" gainmana="30" gainhpticks="1" gainhpamount="60" gainmanaticks="1" gainmanaamount="120" manamultiplier="1.1" attackspeed="600" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="6">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.5" />
     <skill id="1" multiplier="1.8" />
     <skill id="2" multiplier="1.8" />
     <skill id="3" multiplier="1.8" />
     <skill id="4" multiplier="1.8" />
     <skill id="5" multiplier="1.5" />
     <skill id="6" multiplier="1.1" />
    </vocation>
     <vocation id="12" clientid="3" name="Wizzard" description="a Wizzard" gaincap="10" gainhp="5" gainmana="30" gainhpticks="1" gainhpamount="60" gainmanaticks="1" gainmanaamount="120" manamultiplier="1.1" attackspeed="600" basespeed="220" soulmax="200" gainsoulticks="15" fromvoc="5">
     <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
     <skill id="0" multiplier="1.5" />
     <skill id="1" multiplier="2.0" />
     <skill id="2" multiplier="2.0" />
     <skill id="3" multiplier="2.0" />
     <skill id="4" multiplier="2.0" />
     <skill id="5" multiplier="1.5" />
     <skill id="6" multiplier="1.1" />
     </vocation>

    NOTA: EL DINERO QUE SE PIDE SON 50K PARA LA 3ER PROMOTION, LOS PLAYERS QUE LO PROBARON SI TENIAN EL DINERO.

    ESPERO SUS COMENTARIOS, GRACIAS!

    2 participantes

    2ERROR NPC DE 3ER PROMOTION Empty Re: ERROR NPC DE 3ER PROMOTION Dom Jul 16, 2017 2:43 pm

    [Admin] God Maya

    [Admin] God Maya
    Administrador
    Administrador
    [Tienes que estar registrado y conectado para ver este vínculo] no hay falla podrias publicar tu modules



    ERROR NPC DE 3ER PROMOTION YNU5B25
    2 participantes
    http://www.tibiaface.com

    3ERROR NPC DE 3ER PROMOTION Empty Re: ERROR NPC DE 3ER PROMOTION Dom Jul 16, 2017 2:45 pm

    Fosfik

    Fosfik
    Miembro
    Miembro
    [Admin] God Maya escribió:[Tienes que estar registrado y conectado para ver este vínculo]  no hay falla podrias publicar tu modules

    AQUI ESTAN:
    Código:

    -- Advanced NPC System by Jiddo

    if Modules == nil then
     -- default words for greeting and ungreeting the npc. Should be a table containing all such words.
     FOCUS_GREETWORDS = {"hi", "hello"}
     FOCUS_FAREWELLWORDS = {"bye", "farewell"}

     -- The words for requesting trade window.
     SHOP_TRADEREQUEST = {"trade"}

     -- The word for accepting/declining an offer. CAN ONLY CONTAIN ONE FIELD! Should be a table 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
     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 client version 8.2: sell/buy item name
     SHOPMODULE_MODE_TRADE = 2 -- Trade window system introduced in client version 8.2
     SHOPMODULE_MODE_BOTH = 3 -- Both working at one time

     -- Used shop mode
     SHOPMODULE_MODE = SHOPMODULE_MODE_BOTH

     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 parameters.onlyFocus == true and parameters.onlyUnfocus == true then
     error("StdModule.say conflicting parameters 'onlyFocus' and 'onlyUnfocus' both true")
     end

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

     if npcHandler:isFocused(cid) and parameters.onlyUnfocus == true then
     return false
     end

     local player = Player(cid)
     local cost, costMessage = parameters.cost, '%d gold coins'
     if cost and cost > 0 then
     if parameters.discount then
     cost = cost - StdModule.travelDiscount(player, parameters.discount)
     end

     costMessage = cost > 0 and string.format(costMessage, cost) or 'free'
     else
     costMessage = 'free'
     end

     local parseInfo = {[TAG_PLAYERNAME] = player:getName(), [TAG_TIME] = getTibianTime(), [TAG_BLESSCOST] = getBlessingsCost(player:getLevel()), [TAG_PVPBLESSCOST] = getPvpBlessingCost(player:getLevel()), [TAG_TRAVELCOST] = costMessage}
     if parameters.text then
     npcHandler:say(npcHandler:parseMessage(parameters.text, parseInfo), cid, parameters.publicize and true)
     end

     if parameters.ungreet then
     npcHandler:resetNpc(cid)
     npcHandler:releaseFocus(cid)
     elseif parameters.reset then
     npcHandler:resetNpc(cid)
     elseif parameters.moveup ~= nil then
     npcHandler.keywordHandler:moveUp(cid, 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, 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 not npcHandler:isFocused(cid) then
     return false
     end

     local player = Player(cid)
     if player:isPremium() then
     if player:getStorageValue(Storage.Promotion) == 1 then
     npcHandler:say("You are already promoted!", cid)
     elseif player:getLevel() < parameters.level then
     npcHandler:say("I am sorry, but I can only promote you once you have reached level " .. parameters.level .. ".", cid)
     elseif not player:removeMoneyNpc(parameters.cost) then
     npcHandler:say("You do not have enough money!", cid)
     else
     player:setStorageValue(Storage.Promotion, 1)
     player:setVocation(player:getVocation():getPromotion())
     player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
     npcHandler:say(parameters.text or "Congratulations! You are now promoted.", cid)
     end
     else
     npcHandler:say("You need a premium account in order to get promoted.", cid)
     end
     npcHandler:resetNpc(cid)
     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

     local player = Player(cid)
     if player:hasLearnedSpell(parameters.spellName) then
     npcHandler:say("You already know how to cast this spell.", cid)
     elseif player:getLevel() < parameters.level then
     npcHandler:say("You have to be level " .. parameters.level .. " to learn this spell.", cid)
     elseif not player:removeMoneyNpc(parameters.price) then
     npcHandler:say("Return when you have enough gold.", cid)
     else
     npcHandler:say("Here you are. Look in your spellbook for the pronunciation of this spell.", cid)
     player:learnSpell(parameters.spellName)
     player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
     end

     npcHandler:resetNpc(cid)
     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

     local player = Player(cid)
     local parseInfo = {[TAG_BLESSCOST] = getBlessingsCost(player:getLevel()), [TAG_PVPBLESSCOST] = getPvpBlessingCost(player:getLevel())}
     if player:hasBlessing(parameters.bless) then
     npcHandler:say("You already possess this blessing.", cid)
     elseif parameters.bless == 4 and player:getStorageValue(Storage.KawillBlessing) ~= 1 then
     npcHandler:say("You need the blessing of the great geomancer first.", cid)
     elseif parameters.bless == 6 and player:getBlessings() == 0 and not player:getItemById(2173, true) then
     npcHandler:say("You don't have any of the other blessings nor an amulet of loss, so it wouldn't make sense to bestow this protection on you now. Remember that it can only protect you from the loss of those!", cid)
     elseif not player:removeMoneyNpc(type(parameters.cost) == "string" and npcHandler:parseMessage(parameters.cost, parseInfo) or parameters.cost) then
     npcHandler:say("Oh. You do not have enough money.", cid)
     else
     npcHandler:say(parameters.text or "You have been blessed by one of the five gods!", cid)
     if parameters.bless == 4 then
     player:setStorageValue(Storage.KawillBlessing, 0)
     end
     player:addBlessing(parameters.bless)
     player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE)
     end

     npcHandler:resetNpc(cid)
     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 player = Player(cid)
     local cost = parameters.cost
     if cost and cost > 0 then
     if parameters.discount then
     cost = cost - StdModule.travelDiscount(player, parameters.discount)

     if cost < 0 then
     cost = 0
     end
     end
     else
     cost = 0
     end
     
     local exhausts
     
     if parameters.premium and not player:isPremium() then
     npcHandler:say("I'm sorry, but you need a premium account in order to travel onboard our ships.", cid)
     elseif parameters.level and player:getLevel() < parameters.level then
     npcHandler:say("You must reach level " .. parameters.level .. " before I can let you go there.", cid)
     elseif player:isPzLocked() then
     npcHandler:say("First get rid of those blood stains! You are not going to ruin my vehicle!", cid)
     elseif not player:removeMoneyNpc(cost) then
     npcHandler:say("You don't have enough money.", cid)
     elseif os.time() < getPlayerStorageValue(cid, exhausts) then
     npcHandler:say('Sorry, but you need to wait three seconds before travel again.', cid)
     player:getPosition():sendMagicEffect(CONST_ME_POFF)
     else
     npcHandler:releaseFocus(cid)
     npcHandler:say(parameters.text or "Set the sails!", cid)
     player:getPosition():sendMagicEffect(CONST_ME_TELEPORT)

     local destination = parameters.destination
     if type(destination) == 'function' then
     destination = destination(player)
     end

     player:teleportTo(destination)
     destination:sendMagicEffect(CONST_ME_TELEPORT)

     setPlayerStorageValue(cid, exhausts, 3 + os.time())
     player:teleportTo(destination)
     destination:sendMagicEffect(CONST_ME_TELEPORT)
     
     -- What a foolish Quest - Mission 3
     if player:getStorageValue(Storage.WhatAFoolishQuest.PieBoxTimer) > os.time() then
     if destination ~= Position(32660, 31957, 15) then -- kazordoon steamboat
     player:setStorageValue(Storage.WhatAFoolishQuest.PieBoxTimer, 1)
     end
     end
     end

     npcHandler:resetNpc(cid)
     return true
     end

     FocusModule = {
     npcHandler = nil,
     greetWords = nil,
     farewellWords = nil,
     greetCallback = nil,
     farewellCallback = 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

     local greetWords = self.greetWords or FOCUS_GREETWORDS
     for _, word in pairs(greetWords) do
     local obj = {}
     obj[#obj + 1] = word
     obj.callback = self.greetCallback or FocusModule.messageMatcherDefault
     handler.keywordHandler:addKeyword(obj, FocusModule.onGreet, {module = self})
     end

     local farewellWords = self.farewellWords or FOCUS_FAREWELLWORDS
     for _, word in pairs(farewellWords) do
     local obj = {}
     obj[#obj + 1] = word
     obj.callback = self.farewellCallback or FocusModule.messageMatcherDefault
     handler.keywordHandler:addKeyword(obj, FocusModule.onFarewell, {module = self})
     end

     return true
     end

     -- Set custom greeting messages
     function FocusModule:addGreetMessage(message)
     if not self.greetWords then
     self.greetWords = {}
     end


     if type(message) == 'string' then
     table.insert(self.greetWords, message)
     else
     for i = 1, #message do
     table.insert(self.greetWords, message[i])
     end
     end
     end

     -- Set custom farewell messages
     function FocusModule:addFarewellMessage(message)
     if not self.farewellWords then
     self.farewellWords = {}
     end

     if type(message) == 'string' then
     table.insert(self.farewellWords, message)
     else
     for i = 1, #message do
     table.insert(self.farewellWords, message[i])
     end
     end
     end

     -- Set custom greeting callback
     function FocusModule:setGreetCallback(callback)
     self.greetCallback = callback
     end

     -- Set custom farewell callback
     function FocusModule:setFarewellCallback(callback)
     self.farewellCallback = callback
     end

     -- Greeting callback function.
     function FocusModule.onGreet(cid, message, keywords, parameters)
     parameters.module.npcHandler:onGreet(cid, message)
     return true
     end

     -- UnGreeting callback function.
     function FocusModule.onFarewell(cid, message, keywords, parameters)
     if parameters.module.npcHandler:isFocused(cid) then
     parameters.module.npcHandler:onFarewell(cid)
     return true
     else
     return false
     end
     end

     -- Custom message matching callback function for greeting messages.
     function FocusModule.messageMatcherDefault(keywords, message)
     for _, 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

     function FocusModule.messageMatcherStart(keywords, message)
     for _, word in pairs(keywords) do
     if type(word) == "string" then
     if string.starts(message, word) 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
     keywords[#keywords + 1] = 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 : " .. Npc():getName() .. "] NpcSystem:", "Parameter '" .. "keyword_reply" .. n .. "' missing. Skipping...")
     end
     else
     print("[Warning : " .. Npc():getName() .. "] 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, 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 : " .. Npc():getName() .. "] 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 : " .. Npc():getName() .. "] NpcSystem:", "Parameter(s) missing for travel destination:", name, x, y, z, cost, premium)
     end
     end
     end

     function TravelModule:addDestination(name, position, price, premium)
     self.destinations[#self.destinations + 1] = name

     local parameters = {
     cost = price,
     destination = position,
     premium = premium,
     module = self
     }
     local keywords = {}
     keywords[#keywords + 1] = name

     local keywords2 = {}
     keywords2[#keywords2 + 1] = "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)

     if npcs_loaded_travel[getNpcCid()] == nil then
     npcs_loaded_travel[getNpcCid()] = getNpcCid()
     self.npcHandler.keywordHandler:addKeyword({'yes'}, TravelModule.onConfirm, {module = self})
     self.npcHandler.keywordHandler:addKeyword({'no'}, TravelModule.onDecline, {module = self})
     end
     end

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

     local npcHandler = module.npcHandler

     shop_destination[cid] = parameters.destination
     shop_cost[cid] = parameters.cost
     shop_premium[cid] = parameters.premium
     shop_npcuid[cid] = getNpcCid()

     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?", 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

     if shop_npcuid[cid] ~= getNpcCid() then
     return false
     end

     local npcHandler = module.npcHandler

     local parentParameters = node:getParent():getParameters()
     local cost = shop_cost[cid]
     local destination = shop_destination[cid]
     local premium = shop_premium[cid]

     local player = Player(cid)
     if not isPlayerPremiumCallback or isPlayerPremiumCallback(player) or shop_premium[cid] ~= true then
     if not player:removeMoneyNpc(cost) then
     npcHandler:say("You do not have enough money!", cid)
     elseif player:isPzLocked() then
     npcHandler:say("Get out of there with this blood.", cid)
     else
     npcHandler:say("It was a pleasure doing business with you.", cid)
     npcHandler:releaseFocus(cid)
     -- Todo convert all destionation parameters to Position(x, y, z) instead of lua tables
     player:teleportTo(destination)
     Position(destination):sendMagicEffect(CONST_ME_TELEPORT)
     end
     else
     npcHandler:say("I can only allow premium players to travel there.", cid)
     end

     npcHandler:resetNpc(cid)
     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) or shop_npcuid[cid] ~= getNpcCid() then
     return false
     end
     local parentParameters = node:getParent():getParameters()
     local parseInfo = { [TAG_PLAYERNAME] = Player(cid):getName() }
     local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_DECLINE), parseInfo)
     module.npcHandler:say(msg, cid)
     module.npcHandler:resetNpc(cid)
     return true
     end

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

     local cost = parameters.cost
     local destination = parameters.destination
     local premium = parameters.premium

     if(not isPlayerPremiumCallback or isPlayerPremiumCallback(cid) or parameters.premium ~= true) then
     local player = Player(cid)
     if player:removeMoneyNpc(cost) then
     player:teleportTo(destination)
     Position(destination):sendMagicEffect(CONST_ME_TELEPORT)
     end
     end
     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 = "I can bring you to "
     --local i = 1
     local 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, cid)
     module.npcHandler:resetNpc(cid)
     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 = 1

     local name = nil
     local itemid = nil
     local cost = nil
     local subType = nil
     local realName = 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 : " .. Npc():getName() .. "] 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 subType == nil and ItemType(itemid):isFluidContainer() then
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "SubType missing for parameter item:", item)
     else
     self:addBuyableItem(nil, itemid, cost, subType, realName)
     end
     else
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "Parameter(s) missing for item:", itemid, cost)
     end
     else
     if name ~= nil and itemid ~= nil and cost ~= nil then
     if subType == nil and ItemType(itemid):isFluidContainer() then
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "SubType missing for parameter item:", item)
     else
     local names = {}
     names[#names + 1] = name
     self:addBuyableItem(names, itemid, cost, subType, realName)
     end
     else
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "Parameter(s) missing for item:", name, itemid, cost)
     end
     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
     local realName = nil
     local subType = 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
     elseif i == 5 then
     subType = tonumber(temp)
     else
     print("[Warning : " .. Npc():getName() .. "] 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, subType)
     else
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "Parameter(s) missing for item:", itemid, cost)
     end
     else
     if name ~= nil and itemid ~= nil and cost ~= nil then
     local names = {}
     names[#names + 1] = name
     self:addSellableItem(names, itemid, cost, realName, subType)
     else
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "Parameter(s) missing for item:", name, itemid, cost)
     end
     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 = 1

     local name = nil
     local container = nil
     local itemid = nil
     local cost = nil
     local subType = nil
     local realName = 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 : " .. Npc():getName() .. "] 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 subType == nil and ItemType(itemid):isFluidContainer() then
     print("[Warning : " .. Npc():getName() .. "] NpcSystem:", "SubType missing for parameter item:", item)
     else
     local names = {}
     names[#names + 1] = name
     self:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
     end
     else
     print("[Warning : " .. Npc():getName() .. "] 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 _, word in pairs(SHOP_TRADEREQUEST) do
     local obj = {}
     obj[#obj + 1] = word
     obj.callback = SHOP_TRADEREQUEST.callback or ShopModule.messageMatcher
     handler.keywordHandler:addKeyword(obj, ShopModule.requestTrade, {module = self})
     end
     end

     return true
     end

     -- Custom message matching callback function for requesting trade messages.
     function ShopModule.messageMatcher(keywords, message)
     for _, 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

     -- 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. 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 (getName will be used)
     function ShopModule:addBuyableItem(names, itemid, cost, itemSubType, realName)
     if SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK then
     if itemSubType == nil then
     itemSubType = 1
     end

     local shopItem = self:getShopItem(itemid, itemSubType)
     if shopItem == nil then
     self.npcHandler.shopItems[#self.npcHandler.shopItems + 1] = {id = itemid, buy = cost, sell = -1, subType = itemSubType, name = realName or ItemType(itemid):getName()}
     else
     shopItem.buy = cost
     end
     end

     if names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE then
     for _, name in pairs(names) do
     local parameters = {
     itemid = itemid,
     cost = cost,
     eventType = SHOPMODULE_BUY_ITEM,
     module = self,
     realName = realName or ItemType(itemid):getName(),
     subType = itemSubType or 1
     }

     keywords = {}
     keywords[#keywords + 1] = "buy"
     keywords[#keywords + 1] = name
     local node = self.npcHandler.keywordHandler:addKeyword(keywords, ShopModule.tradeItem, parameters)
     node:addChildKeywordNode(self.yesNode)
     node:addChildKeywordNode(self.noNode)
     end
     end

     if npcs_loaded_shop[getNpcCid()] == nil then
     npcs_loaded_shop[getNpcCid()] = getNpcCid()
     self.npcHandler.keywordHandler:addKeyword({'yes'}, ShopModule.onConfirm, {module = self})
     self.npcHandler.keywordHandler:addKeyword({'no'}, ShopModule.onDecline, {module = self})
     end
     end

     function ShopModule:getShopItem(itemId, itemSubType)
     if ItemType(itemId):isFluidContainer() then
     for i = 1, #self.npcHandler.shopItems do
     local shopItem = self.npcHandler.shopItems[i]
     if shopItem.id == itemId and shopItem.subType == itemSubType then
     return shopItem
     end
     end
     else
     for i = 1, #self.npcHandler.shopItems do
     local shopItem = self.npcHandler.shopItems[i]
     if shopItem.id == itemId then
     return shopItem
     end
     end
     end
     return nil
     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 (getName will be used)
     function ShopModule:addBuyableItemContainer(names, container, itemid, cost, subType, realName)
     if names ~= nil then
     for _, name in pairs(names) do
     local parameters = {
     container = container,
     itemid = itemid,
     cost = cost,
     eventType = SHOPMODULE_BUY_ITEM_CONTAINER,
     module = self,
     realName = realName or ItemType(itemid):getName(),
     subType = subType or 1
     }

     keywords = {}
     keywords[#keywords + 1] = "buy"
     keywords[#keywords + 1] = 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 (getName will be used)
     function ShopModule:addSellableItem(names, itemid, cost, realName, itemSubType)
     if SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK then
     if itemSubType == nil then
     itemSubType = 0
     end

     local shopItem = self:getShopItem(itemid, itemSubType)
     if shopItem == nil then
     table.insert(self.npcHandler.shopItems, {id = itemid, buy = -1, sell = cost, subType = itemSubType, name = realName or ItemType(itemid):getName()})
     else
     shopItem.sell = cost
     end
     end

     if (names ~= nil and SHOPMODULE_MODE ~= SHOPMODULE_MODE_TRADE) then
     for i = 1, #names do
     local parameters = {
     itemid = itemid,
     cost = cost,
     eventType = SHOPMODULE_SELL_ITEM,
     module = self,
     realName = realName or ItemType(itemid):getName()
     }

     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 = self:getShopItem(itemid, subType)
     if shopItem == nil then
     error("[ShopModule.onBuy] shopItem == nil")
     return false
     end

     if shopItem.buy == -1 then
     error("[ShopModule.onSell] attempt to buy a non-buyable item")
     return false
     end

     local backpack = 23782
     local totalCost = amount * shopItem.buy
     if inBackpacks then
     totalCost = ItemType(itemid):isStackable() and totalCost + 20 or totalCost + (math.max(1, math.floor(amount / ItemType(backpack):getCapacity())) * 20)
     end

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

     if player:getMoney() + player:getBankBalance() < totalCost then
     local msg = self.npcHandler:getMessage(MESSAGE_NEEDMONEY)
     msg = self.npcHandler:parseMessage(msg, parseInfo)
     player:sendCancelMessage(msg)
     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
     msg = self.npcHandler:parseMessage(msg, parseInfo)
     player:sendCancelMessage(msg)
     self.npcHandler.talkStart[cid] = os.time()

     if a > 0 then
     player:removeMoneyNpc((a * shopItem.buy) + (b * 20))
     return true
     end

     return false
     else
     local msg = self.npcHandler:getMessage(MESSAGE_BOUGHT)
     msg = self.npcHandler:parseMessage(msg, parseInfo)
     player:sendTextMessage(MESSAGE_INFO_DESCR, msg)
     player:removeMoneyNpc(totalCost)
     self.npcHandler.talkStart[cid] = os.time()
     return true
     end
     end

     -- Callback onSell() function. If you wish, you can change certain Npc to use your onSell().
     function ShopModule:callbackOnSell(cid, itemid, subType, amount, ignoreEquipped, _)
     local shopItem = self:getShopItem(itemid, subType)
     if shopItem == nil then
     error("[ShopModule.onSell] items[itemid] == nil")
     return false
     end

     if shopItem.sell == -1 then
     error("[ShopModule.onSell] attempt to sell a non-sellable item")
     return false
     end

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

     if not ItemType(itemid):isFluidContainer() then
     subType = -1
     end

     if player:removeItem(itemid, amount, subType, ignoreEquipped) then
     local msg = self.npcHandler:getMessage(MESSAGE_SOLD)
     msg = self.npcHandler:parseMessage(msg, parseInfo)
     player:sendTextMessage(MESSAGE_INFO_DESCR, msg)
     player:addMoney(amount * shopItem.sell)
     self.npcHandler.talkStart[cid] = os.time()
     return true
     else
     local msg = self.npcHandler:getMessage(MESSAGE_NEEDITEM)
     msg = self.npcHandler:parseMessage(msg, parseInfo)
     player:sendCancelMessage(msg)
     self.npcHandler.talkStart[cid] = os.time()
     return false
     end
     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 not module.npcHandler:onTradeRequest(cid) then
     return false
     end

     local itemWindow = {}
     for i = 1, #module.npcHandler.shopItems do
     itemWindow[#itemWindow + 1] = module.npcHandler.shopItems[i]
     end

     if itemWindow[1] == nil then
     local parseInfo = { [TAG_PLAYERNAME] = Player(cid):getName() }
     local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_NOSHOP), parseInfo)
     module.npcHandler:say(msg, cid)
     return true
     end

     local parseInfo = { [TAG_PLAYERNAME] = Player(cid):getName() }
     local msg = module.npcHandler:parseMessage(module.npcHandler:getMessage(MESSAGE_SENDTRADE), parseInfo)
     openShopWindow(cid, itemWindow,
     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) or shop_npcuid[cid] ~= getNpcCid() then
     return false
     end
     shop_npcuid[cid] = 0

     local parentParameters = node:getParent():getParameters()
     local parseInfo = {
     [TAG_PLAYERNAME] = Player(cid):getName(),
     [TAG_ITEMCOUNT] = shop_amount[cid],
     [TAG_TOTALCOST] = shop_cost[cid] * shop_amount[cid],
     [TAG_ITEMNAME] = shop_rlname[cid]
     }

     if shop_eventtype[cid] == SHOPMODULE_SELL_ITEM then
     local ret = doPlayerSellItem(cid, shop_itemid[cid], shop_amount[cid], shop_cost[cid] * shop_amount[cid])
     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 shop_eventtype[cid] == SHOPMODULE_BUY_ITEM then
     local cost = shop_cost[cid] * shop_amount[cid]
     if Player(cid):getMoney() + player:getBankBalance() < cost then
     local msg = module.npcHandler:getMessage(MESSAGE_MISSINGMONEY)
     msg = module.npcHandler:parseMessage(msg, parseInfo)
     module.npcHandler:say(msg, cid)
     return false
     end

     local a, b = doNpcSellItem(cid, shop_itemid[cid], shop_amount[cid], shop_subtype[cid], false, false, 1988)
     if a < shop_amount[cid] then
     local msgId = MESSAGE_NEEDMORESPACE
     if a == 0 then
     msgId = MESSAGE_NEEDSPACE
     end

     local msg = module.npcHandler:getMessage(msgId)
     msg = module.npcHandler:parseMessage(msg, parseInfo)
     module.npcHandler:say(msg, cid)
     if a > 0 then
     Player(cid):removeMoneyNpc(a * shop_cost[cid])
     if shop_itemid[cid] == ITEM_PARCEL then
     doNpcSellItem(cid, ITEM_LABEL, shop_amount[cid], shop_subtype[cid], true, false, 1988)
     end
     return true
     end
     return false
     else
     local msg = module.npcHandler:getMessage(MESSAGE_ONBUY)
     msg = module.npcHandler:parseMessage(msg, parseInfo)
     module.npcHandler:say(msg, cid)
     Player(cid):removeMoneyNpc(cost)
     if shop_itemid[cid] == ITEM_PARCEL then
     doNpcSellItem(cid, ITEM_LABEL, shop_amount[cid], shop_subtype[cid], true, false, 1988)
     end
     return true
     end
     elseif shop_eventtype[cid] == SHOPMODULE_BUY_ITEM_CONTAINER then
     local ret = doPlayerBuyItemContainer(cid, shop_container[cid], shop_itemid[cid], shop_amount[cid], shop_cost[cid] * shop_amount[cid], shop_subtype[cid])
     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(cid)
     return true
     end

     -- onDecline 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) or shop_npcuid[cid] ~= getNpcCid() then
     return false
     end
     shop_npcuid[cid] = 0

     local parentParameters = node:getParent():getParameters()
     local parseInfo = {
     [TAG_PLAYERNAME] = Player(cid):getName(),
     [TAG_ITEMCOUNT] = shop_amount[cid],
     [TAG_TOTALCOST] = shop_cost[cid] * shop_amount[cid],
     [TAG_ITEMNAME] = shop_rlname[cid]
     }

     local msg = module.npcHandler:parseMessage(module.noText, parseInfo)
     module.npcHandler:say(msg, cid)
     module.npcHandler:resetNpc(cid)
     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

     if not module.npcHandler:onTradeRequest(cid) then
     return true
     end

     local count = module:getCount(message)
     module.amount = count

     shop_amount[cid] = module.amount
     shop_cost[cid] = parameters.cost
     shop_rlname[cid] = parameters.realName
     shop_itemid[cid] = parameters.itemid
     shop_container[cid] = parameters.container
     shop_npcuid[cid] = getNpcCid()
     shop_eventtype[cid] = parameters.eventType
     shop_subtype[cid] = parameters.subType

     local parseInfo = {
     [TAG_PLAYERNAME] = Player(cid):getName(),
     [TAG_ITEMCOUNT] = shop_amount[cid],
     [TAG_TOTALCOST] = shop_cost[cid] * shop_amount[cid],
     [TAG_ITEMNAME] = shop_rlname[cid]
     }

     if shop_eventtype[cid] == SHOPMODULE_SELL_ITEM then
     local msg = module.npcHandler:getMessage(MESSAGE_SELL)
     msg = module.npcHandler:parseMessage(msg, parseInfo)
     module.npcHandler:say(msg, cid)
     elseif shop_eventtype[cid] == SHOPMODULE_BUY_ITEM then
     local msg = module.npcHandler:getMessage(MESSAGE_BUY)
     msg = module.npcHandler:parseMessage(msg, parseInfo)
     module.npcHandler:say(msg, cid)
     elseif shop_eventtype[cid] == 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

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

          if not npcHandler:isFocused(cid) then
             return false
          end
          
    local vocs = {
        nonPromoted = {1, 2, 3, 4},
        promoted = {5, 6, 7, 8},
        setPromotion = {
            [5] = 12,  --------> promotion nomal 5 ----->  tercera vocation 11
            [6] = 11,
            [7] = 10,
            [8] = 9
        }
    }
          local player = Player(cid)
          if player:isPremium() or not parameters.premium then
             local promotion = player:getVocation():getPromotion()
             if isInArray(vocs.nonPromoted, vocId) then
                npcHandler:say("usted necesita la primer promotion!", cid)
             elseif player:getLevel() < parameters.level then
                npcHandler:say("Lo siento! No puedo promoverte hasta que no hayas alcanzado el nivel " .. parameters.level .. ".", cid)
             elseif not player:removeMoney(parameters.cost) then
                npcHandler:say("No tienes suficiente feria no mames!", cid)
      
             else
                npcHandler:say(parameters.text, cid)
        player:setVocation(vocs.setPromotion[vocId])
                player:setStorageValue(50001, 1)
             end
          else
             npcHandler:say("Necesitas ser premium wei.", cid)
          end
          npcHandler:resetNpc(cid)
          return true
       end

    2 participantes

    4ERROR NPC DE 3ER PROMOTION Empty Re: ERROR NPC DE 3ER PROMOTION Dom Jul 16, 2017 4:02 pm

    Invitado

    Anonymous
    Invitado
    Hola Fosfik, usa este script para tu NPC,
    Código:
       local keywordHandler = KeywordHandler:new()
       local npcHandler = NpcHandler:new(keywordHandler)
       NpcSystem.parseParameters(npcHandler)

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

       local talkState = {}
       local goldCost = 200000

       function creatureSayCallback(player, type, msg)

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

       searchPromotion = function(player)
       local vocation = player:getVocation():getId()
       local nowPromotion = 0
       while vocation > 4 do
       nowPromotion = (nowPromotion + 1)
       vocation = (vocation - 4)
       end
       return nowPromotion
       end

       canAddPromotionToPlayer = function(player, promotion)
       local vocation, maxVoc = player:getVocation():getId(), (4 * 3)
       local nowPromotion = 0
       local resultado = true
       if vocation > maxVoc then
       return false
       end
       while vocation > 4 do
       nowPromotion = (nowPromotion + 1)
       vocation = (vocation - 4)
       end
       if promotion <= nowPromotion then
       resultado = false
       end
       return resultado
       end

       addPromotionToPlayer = function(player, promotion)
       local onPromotion = canAddPromotionToPlayer(player, promotion)
       if not onPromotion then
       return false
       end
       local basics = {
       health = 185,
       mana = 35,
       cap = 500 }
       local newVocId = (player:getVocation():getId() + 4)
       player:setVocation(newVocId)
       local newVoc = player:getVocation()
       player:setMaxHealth(basics.health + (newVoc:getHealthGain() * (player:getLevel() - 8)))
       player:setMaxMana(basics.mana + (newVoc:getManaGain() * (player:getLevel() - 8)))
       player:setCapacity(basics.cap + (newVoc:getCapacityGain() * (player:getLevel() - 8)))
       player:addHealth(player:getMaxHealth())
       player:addMana(player:getMaxMana())
       player:sendTextMessage(MESSAGE_INFO_DESCR, "You have been promoted to " .. newVoc:getName())
       return true
       end

       if msgcontains(msg, 'promotion') then
       selfSay('Hola amigo quieres promotion ?', player)
       talkState[player] = 1
       elseif msgcontains(msg, 'yes') then
       if talkState[player] == 1 then
       local p = Player(player)
       if not addPromotionToPlayer(p, searchPromotion(p) + 1) then
       selfSay('Lo siento pero no puedes acender a una vocation mas alta.', player)
       end end
       talkState[player] = 0
       end

       return true
       end

       npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
       npcHandler:addModule(FocusModule:new())

    2 participantes

    5ERROR NPC DE 3ER PROMOTION Empty Re: ERROR NPC DE 3ER PROMOTION Dom Jul 16, 2017 4:39 pm

    Fosfik

    Fosfik
    Miembro
    Miembro
    Sarah Wesker escribió:Hola Fosfik, usa este script para tu NPC,
    Código:
       local keywordHandler = KeywordHandler:new()
       local npcHandler = NpcHandler:new(keywordHandler)
       NpcSystem.parseParameters(npcHandler)

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

       local talkState = {}
       local goldCost = 200000

       function creatureSayCallback(player, type, msg)

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

       searchPromotion = function(player)
       local vocation = player:getVocation():getId()
       local nowPromotion = 0
       while vocation > 4 do
       nowPromotion = (nowPromotion + 1)
       vocation = (vocation - 4)
       end
       return nowPromotion
       end

       canAddPromotionToPlayer = function(player, promotion)
       local vocation, maxVoc = player:getVocation():getId(), (4 * 3)
       local nowPromotion = 0
       local resultado = true
       if vocation > maxVoc then
       return false
       end
       while vocation > 4 do
       nowPromotion = (nowPromotion + 1)
       vocation = (vocation - 4)
       end
       if promotion <= nowPromotion then
       resultado = false
       end
       return resultado
       end

       addPromotionToPlayer = function(player, promotion)
       local onPromotion = canAddPromotionToPlayer(player, promotion)
       if not onPromotion then
       return false
       end
       local basics = {
       health = 185,
       mana = 35,
       cap = 500 }
       local newVocId = (player:getVocation():getId() + 4)
       player:setVocation(newVocId)
       local newVoc = player:getVocation()
       player:setMaxHealth(basics.health + (newVoc:getHealthGain() * (player:getLevel() - 8)))
       player:setMaxMana(basics.mana + (newVoc:getManaGain() * (player:getLevel() - 8)))
       player:setCapacity(basics.cap + (newVoc:getCapacityGain() * (player:getLevel() - 8)))
       player:addHealth(player:getMaxHealth())
       player:addMana(player:getMaxMana())
       player:sendTextMessage(MESSAGE_INFO_DESCR, "You have been promoted to " .. newVoc:getName())
       return true
       end

       if msgcontains(msg, 'promotion') then
       selfSay('Hola amigo quieres promotion ?', player)
       talkState[player] = 1
       elseif msgcontains(msg, 'yes') then
       if talkState[player] == 1 then
       local p = Player(player)
       if not addPromotionToPlayer(p, searchPromotion(p) + 1) then
       selfSay('Lo siento pero no puedes acender a una vocation mas alta.', player)
       end end
       talkState[player] = 0
       end

       return true
       end

       npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
       npcHandler:addModule(FocusModule:new())

    FUNCIONOOOO!!!!
    14:38 You have been promoted to Champion

    TE AMO SARA <3

    2 participantes

    Contenido patrocinado


    2 participantes

    Ver el tema anterior Ver el tema siguiente Volver arriba  Mensaje (Página 1 de 1.)

    Permisos de este foro:
    No puedes responder a temas en este foro.

     

    BienvenidosTibiaFace es una comunidad de Open Tibia. Para participar debes estar registrado (click para Regístrate).