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author | Jesusaves <cpntb1@ymail.com> | 2019-03-05 16:32:43 +0000 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-03-05 16:32:43 +0000 |
commit | f7267c5a15949048afdd3560fdb7f52a36dfd88f (patch) | |
tree | d96465bc7ff8985cff14441cbc16744fd71f2a7e /npc/012-1/estate.txt | |
parent | 5c2ffa919d82c5a1b41c74ce1b5f9309af1d2e7e (diff) | |
download | serverdata-f7267c5a15949048afdd3560fdb7f52a36dfd88f.tar.gz serverdata-f7267c5a15949048afdd3560fdb7f52a36dfd88f.tar.bz2 serverdata-f7267c5a15949048afdd3560fdb7f52a36dfd88f.tar.xz serverdata-f7267c5a15949048afdd3560fdb7f52a36dfd88f.zip |
Real Estate attains the expected functionality.
Now we still need utility NPCs (eg. Piano could allow change map music)
Diffstat (limited to 'npc/012-1/estate.txt')
-rw-r--r-- | npc/012-1/estate.txt | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/npc/012-1/estate.txt b/npc/012-1/estate.txt new file mode 100644 index 000000000..57f578f1d --- /dev/null +++ b/npc/012-1/estate.txt @@ -0,0 +1,199 @@ +// TMW2: Moubootaur Legends scripts. +// Author: +// Jesusalva +// Description: +// Real Estate System + +// ID: 1 +// $ESTATE_OWNER[.id] → Account ID owner of the Real Estate +// $ESTATE_OWNERNAME$[.id] → Human readable name of Real Estate owner +// $ESTATE_RENTTIME[.id] → When the rent will expire +// $ESTATE_MOBILIA_2[.id] → Bitmask of mobilia currently purchased on Monster Collision (6) (Use on walls only) +// $ESTATE_MOBILIA_4[.id] → Bitmask of mobilia currently purchased on Air Collision (2) +// $ESTATE_MOBILIA_8[.id] → Bitmask of mobilia currently purchased on Water Collision (3) +// $ESTATE_MOBILIA_32[.id] → Bitmask of mobilia currently purchased on Yellow Collision (4) +// $ESTATE_MOBILIA_64[.id] → Bitmask of mobilia currently purchased on Player Collision (5) +// $ESTATE_MOBILIA_128[.id] → Bitmask of mobilia currently purchased on Normal Collision (1) +// $ESTATE_PASSWORD$[.id] → Password to enter the estate. If it is "", then no password required +// Note: GMs and Administrators can always use super password "mouboo" to enter a locked estate +// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default) + +// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first. + +// The sign is the main controller +012-1,94,70,0 script Sign#RES_0128 NPC_SWORDS_SIGN,{ + + if ($ESTATE_RENTTIME[.id] < gettimetick(2)) + goto L_RentAvailable; + + if ($ESTATE_OWNER[.id] == getcharid(3)) + goto L_Manage; + + mesc l("This estate currently belongs to @@.", $ESTATE_OWNERNAME$[.id]); + mesc l("Press the doorbell?"); + next; + if (askyesno() == ASK_YES) + doevent "Doorbell#RES_0128::OnDoorbell"; + close; + +L_RentAvailable: + mesc l("This Real Estate is available for rent for only @@ GP!", format_number(.price)); + .@gp=REAL_ESTATE_CREDITS+Zeny; + mesc l("You currently have: @@ GP and mobiliary credits", format_number(.@gp)); + next; + select + rif(.@gp > .price, l("Rent it! Make it mine!")), + l("Information"), + l("Don't rent it"); + + // You want to rent + if (@menu == 1) { + if ($ESTATE_RENTTIME[.id] > gettimetick(2)) { + mesc l("Somebody already rented it before you!"); + close; + } + REAL_ESTATE_CREDITS=REAL_ESTATE_CREDITS-.price; + if (REAL_ESTATE_CREDITS < 0) { + Zeny+=REAL_ESTATE_CREDITS; + REAL_ESTATE_CREDITS=0; + } + + // Payment done, you can now acquire the house for a month + $ESTATE_RENTTIME[.id]=gettimetick(2)+.time; + + // If you're not the previous owner + // Remove previous owner furniture and reset room password + if ($ESTATE_OWNER[.id] != getcharid(3)) { + $ESTATE_MOBILIA_2[.id]=0; + $ESTATE_MOBILIA_4[.id]=0; + $ESTATE_MOBILIA_8[.id]=0; + $ESTATE_MOBILIA_32[.id]=0; + $ESTATE_MOBILIA_64[.id]=0; + $ESTATE_MOBILIA_128[.id]=0; + $ESTATE_PASSWORD$[.id]=""; + $ESTATE_DOORBELL[.id]=false; + } + + // Register your info so you can manage it + $ESTATE_OWNER[.id]=getcharid(3); + $ESTATE_OWNERNAME$[.id]=strcharinfo(0); + + mesc l("Rent successful for 30 days!"); + } else if (@menu == 2) { + mesc l("You can rent this house to make it yours."); + mesc l("Then you'll be able to buy furniture and utility."); + mesc l("The door is password-protected, so your friends can enter but strangers stay outside."); + next; + mesc l("Both rent and furniture are bought using money, however, there are mobiliary credits."); + mesc l("Mobiliary Credits is a special currency which can only be used on real estate."); + mesc l("It's obtained with ADMINS or by selling furniture. It is sumed to money and used first."); + } + close; + +L_Manage: + mesc l("@@'s Estate", strcharinfo(0)); + mesc ".:: "+ l("Managment Menu") + " ::."; + + .@gp=REAL_ESTATE_CREDITS+Zeny; + mesc l("Rent time available: @@", FuzzyTime($ESTATE_RENTTIME[.id])); + mesc l("Total Credits and GP: @@", format_number(.@gp)); + mes ""; + mesc l("Rent Renew Price: @@ GP", format_number(.price)); + mesc l("Room password: @@", $ESTATE_PASSWORD$[.id]); + if ($ESTATE_DOORBELL[.id]) + mesc l("Doorbell is disabled"), 1; + + next; + select + l("Leave"), + l("Enable/disable doorbell"), + l("Set room password"), + rif(.@gp >= .price && $ESTATE_RENTTIME[.id] < gettimetick(2)+.time, l("Renew Rent")); + + switch (@menu) { + case 1: + close; + break; + case 2: + $ESTATE_DOORBELL[.id]=!$ESTATE_DOORBELL[.id]; + break; + case 3: + mesc l("(Leave the password blank to disable)"); + mesc l("Current Room password: @@", $ESTATE_PASSWORD$[.id]); + mesc l("Input new password: "); + input .@password$; + mesc l("Repeat new password: "); + input .@passwordc$; + if (.@password$ == .@passwordc$) { + $ESTATE_PASSWORD$[.id]=.@password$; + mesc l("Password changed with success!"), 3; + } else { + mesc l("The passwords doesn't match."), 1; + } + break; + case 4: + // The check is performed before showing the menu option + // I guess it could be hacked, but I'll probably see negative GP... + REAL_ESTATE_CREDITS=REAL_ESTATE_CREDITS-.price; + if (REAL_ESTATE_CREDITS < 0) { + Zeny+=REAL_ESTATE_CREDITS; + REAL_ESTATE_CREDITS=0; + } + + // Payment done, you can now acquire the house for a month + // If you lost the rent on the meanwhile, it'll renew + // If you lost the rent and somebody else rented it, you lose the GP + $ESTATE_RENTTIME[.id]+=.time; + break; + } + goto L_Manage; + close; + +OnInit: + .sex = G_OTHER; + .distance = 3; + + // Estate Settings + .id=1; // Estate ID + .price=120000; // Monthly rent price + .time=60*60*24*30; // How long last default rent time. In future could consider month. + end; + +} + +// Door entrance +012-1,95,69,0 script #RES_0128 NPC_HIDDEN,0,0,{ + end; +OnTouch: + if ($ESTATE_RENTTIME[.id] < gettimetick(2)) + goto L_RentAvailable; + + if ($ESTATE_OWNER[.id] == getcharid(3) || $ESTATE_PASSWORD$[.id] == "") + goto L_Warp; + + mesc l("The door is locked"); + next; + mesc l("However, it can be unlocked if you know the password:"); + if (is_gm()) mesc l("You can use super password \"mouboo\" to unlock the door."), 1; + input .@password$; + // GMs can use super password "mouboo" + if (.@password$ == $ESTATE_PASSWORD$[.id] || (is_gm() && .@password$ == "mouboo")) + goto L_Warp; + close; + +L_Warp: + warp "012-8", 33, 33; + closeclientdialog; + close; + +L_RentAvailable: + dispbottom l("This estate is available for rent, talk to the sign to rent it."); + close; + +OnInit: + // Estate Settings + .id=1; // Estate ID + end; + +} + |