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 function creatureSayCallback(cid, type, msg) --- TODO: bless function in modules.lua if(npcHandler.focus ~= cid) then return FALSE end if msgcontains(msg, 'blessing') or msgcontains(msg, 'blessings') or msgcontains(msg, 'help') or msgcontains(msg, 'offer') then npcHandler:say("I can provide you with five blessings... the 'first bless', 'second bless', 'third bless', 'fourth bless' and the 'fifth bless', they cost 10000 gold coins each.") talkState = 0 elseif msgcontains(msg, 'first bless') then npcHandler:say("Do you want to buy the first blessing for 10000 gold?") talkState = 1 elseif msgcontains(msg, 'second bless') then npcHandler:say("Do you want to buy the second blessing for 10000 gold?") talkState = 2 elseif msgcontains(msg, 'third bless') then npcHandler:say("Do you want to buy the third blessing for 10000 gold?") talkState = 3 elseif msgcontains(msg, 'fourth bless') then npcHandler:say("Do you want to buy the fourth blessing for 10000 gold?") talkState = 4 elseif msgcontains(msg, 'fifth bless') then npcHandler:say("Do you want to buy the fifth blessing for 10000 gold?") talkState = 5 elseif talkState > 0 then if msgcontains(msg, 'yes') then if getPlayerBlessing(cid, talkState) then npcHandler:say("A god has already blessed you with this blessing.") elseif isPremium(cid) == TRUE then if doPlayerRemoveMoney(cid, 10000) == TRUE then doPlayerAddBlessing(cid, talkState) npcHandler:say("You have been blessed by one of the five gods!") else npcHandler:say("You don't have enough money.") end else npcHandler:say("You need a premium account to buy blessings.") end elseif msgcontains(msg, 'no') then npcHandler:say("Then not.") end talkState = 0 end return TRUE end npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())