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authorJesusaves <cpntb1@ymail.com>2019-03-05 16:32:43 +0000
committerJesusaves <cpntb1@ymail.com>2019-03-05 16:32:43 +0000
commitf7267c5a15949048afdd3560fdb7f52a36dfd88f (patch)
treed96465bc7ff8985cff14441cbc16744fd71f2a7e /npc/012-8
parent5c2ffa919d82c5a1b41c74ce1b5f9309af1d2e7e (diff)
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Real Estate attains the expected functionality.
Now we still need utility NPCs (eg. Piano could allow change map music)
Diffstat (limited to 'npc/012-8')
-rw-r--r--npc/012-8/_import.txt4
-rw-r--r--npc/012-8/_warps.txt3
-rw-r--r--npc/012-8/doorbell.txt327
3 files changed, 334 insertions, 0 deletions
diff --git a/npc/012-8/_import.txt b/npc/012-8/_import.txt
new file mode 100644
index 000000000..b156ebd12
--- /dev/null
+++ b/npc/012-8/_import.txt
@@ -0,0 +1,4 @@
+// Map 012-8: Real Estate
+// This file is generated automatically. All manually added changes will be removed when running the Converter.
+"npc/012-8/_warps.txt",
+"npc/012-8/doorbell.txt",
diff --git a/npc/012-8/_warps.txt b/npc/012-8/_warps.txt
new file mode 100644
index 000000000..e431d2be4
--- /dev/null
+++ b/npc/012-8/_warps.txt
@@ -0,0 +1,3 @@
+// This file is generated automatically. All manually added changes will be removed when running the Converter.
+// Map 012-8: Real Estate warps
+012-8,34,34,0 warp #012-8_34_34 1,0,012-1,95,70
diff --git a/npc/012-8/doorbell.txt b/npc/012-8/doorbell.txt
new file mode 100644
index 000000000..833872c05
--- /dev/null
+++ b/npc/012-8/doorbell.txt
@@ -0,0 +1,327 @@
+// TMW2: Moubootaur Legends scripts.
+// Author:
+// Jesusalva
+// Description:
+// Real Estate System
+// Doorbell allows you to purchase mobilia, besides loading it when server starts
+// Each layer can have 32 different furniture pieces because bitmask limit.
+// This file is custom to every room
+
+// 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
+// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default)
+
+// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
+
+// The sign is the main controller
+012-8,32,34,0 script Doorbell#RES_0128 NPC_NO_SPRITE,{
+ // Name, Layer, Price, ID, x1, y1, x2, y2,
+ function create_object {
+ array_push(.name$, getarg(0));
+ array_push(.layer, getarg(1));
+ array_push(.price, getarg(2));
+ array_push(.objid, getarg(3));
+ array_push(.x1, getarg(4));
+ array_push(.y1, getarg(5));
+ array_push(.x2, getarg(6));
+ array_push(.y2, getarg(7));
+ return;
+ }
+
+ if ($ESTATE_OWNER[.id] == getcharid(3))
+ goto L_Manage;
+
+ mesc l("This estate currently belongs to @@.", $ESTATE_OWNERNAME$[.id]);
+ close;
+
+// If someone press the doorbell from outside and doorbell is enabled
+OnDoorbell:
+ if (!$ESTATE_DOORBELL[.id])
+ end;
+
+ if (.dpost < gettimetick(2)) {
+ npctalk ("@@ is pressing the doorbell.", strcharinfo(0));
+ }
+ .dpost=gettimetick(2)+.delay;
+ end;
+
+// Managment Menu
+L_Manage:
+ mesc l("@@'s Estate", strcharinfo(0));
+ mesc ".:: "+ l("Managment Menu") + " ::.";
+
+ .@gp=REAL_ESTATE_CREDITS+Zeny;
+ mesc l("Rent time available: @@", FuzzyTime($ESTATE_RENTTIME[.id]));
+ mesc l("Total Credits and GP: @@", format_number(.@gp));
+ mes "";
+ mesc l("Room password: @@", $ESTATE_PASSWORD$[.id]);
+ if ($ESTATE_DOORBELL[.id])
+ mesc l("Doorbell is disabled"), 1;
+
+ next;
+ select
+ l("Leave"),
+ l("Enable/disable doorbell"),
+ l("Manage Furniture"),
+ l("Set room password");
+
+ switch (@menu) {
+ case 1:
+ close;
+ break;
+ case 2:
+ $ESTATE_DOORBELL[.id]=!$ESTATE_DOORBELL[.id];
+ break;
+ case 3:
+ goto L_Furniture;
+ break;
+ case 4:
+ 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$;
+ mesc l("Password changed with success!"), 3;
+ } else {
+ mesc l("The passwords doesn't match."), 1;
+ }
+ break;
+ }
+ goto L_Manage;
+
+L_Furniture:
+ mesc l("@@'s Estate", strcharinfo(0));
+ mesc ".:: "+ l("Furniture Menu") + " ::.";
+
+ .@gp=REAL_ESTATE_CREDITS+Zeny;
+ mesc l("Total Credits and GP: @@", format_number(.@gp));
+
+ next;
+ select
+ l("Finish"),
+ l("Manage Beds"),
+ l("Manage Utilities"),
+ l("Manage Luxury furniture"),
+ l("Manage Decoration"),
+ l("Manage Chairs"),
+ l("Manage Paintings");
+ mes "";
+
+ switch (@menu) {
+ case 1:
+ goto L_Manage;
+ break;
+ case 2:
+ mesc ".:: "+ l("Beds") + " ::.", 3;
+ @re_col=RES_OBJECTS;
+ break;
+ case 3:
+ mesc ".:: "+ l("Utilities") + " ::.", 3;
+ @re_col=RES_UTILITIES;
+ break;
+ case 4:
+ mesc ".:: "+ l("Luxury furniture") + " ::.", 3;
+ @re_col=RES_LUXURY;
+ break;
+ case 5:
+ mesc ".:: "+ l("Decoration") + " ::.", 3;
+ @re_col=RES_DECORATION;
+ break;
+ case 6:
+ mesc ".:: "+ l("Chairs") + " ::.", 3;
+ @re_col=RES_SITTABLE;
+ break;
+ case 7:
+ mesc ".:: "+ l("Paintings") + " ::.", 3;
+ @re_col=RES_WALLDECORATION;
+ break;
+ }
+
+// L_ContinuousLoop
+// Requires the following variables:
+// @re_col
+// Target Collision ID
+L_ContinuousLoop:
+ deletearray @valid_ids;
+
+ // Create a second array (@valid_ids) with the ID of objects within @re_col group
+ for (.@i=0; .@i < getarraysize(.layer); .@i++) {
+ //debugmes "Found object ID %d named %s on layer %s coords (%d,%d) - Looking for layer %d", .@i, .name$[.@i], .layer[.@i], .x1[.@i], .y1[.@i], @re_col;
+ if (.layer[.@i] == @re_col)
+ array_push(@valid_ids, .@i);
+ }
+ //debugmes "Found %d valid objects", getarraysize(@valid_ids);
+
+ // Create the menu with @valid_ids - Check if you already have the item to decide if you're buying or selling
+ @menuentries$="Finish:";
+ for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) {
+ .@i=@valid_ids[.@j];
+ if (realestate_hasmobilia(.id, .layer[.@i], .objid[.@i]))
+ @menuentries$+=l("Sell ")+.name$[.@i]+l(" for ") + format_number( realestate_sellprice(.id,.price[.@i]) ) +":";
+ else
+ @menuentries$+=l("Purchase ")+.name$[.@i]+(" for ") + format_number( .price[.@i] )+":";
+ }
+ select (@menuentries$);
+ mes "";
+
+ // First option to return to previous menu
+ if (@menu == 1)
+ goto L_Furniture;
+
+ // Otherwise, we know then that (@menu-2) is the ID in @valid_ids
+ // So we save .@id with the correct ID in object arrays.
+ // We also calculate how much aggregated money you have.
+ .@id=@valid_ids[@menu-2];
+ .@gp=REAL_ESTATE_CREDITS+Zeny;
+
+ if (realestate_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
+ // If you have the mobilia, you're selling it for Mobiliary Credits
+ realestate_togglemobilia(.id, .layer[.@id], .objid[.@id]);
+ REAL_ESTATE_CREDITS+=realestate_sellprice(.id,.price[.@i]);
+ delcells realestate_cellname(.id, .@id);
+ mesc l("Sale successful!");
+ next;
+ } else {
+ // Else, you're buying it, so we must check if you have the moolah first
+ .@price=.price[.@id];
+ if (.@gp > .@price) {
+ realestate_payment(.@price);
+ realestate_togglemobilia(.id, .layer[.@id], .objid[.@id]);
+ setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
+ mesc l("Purchase successful!");
+ next;
+ } else {
+ mesc l("Not enough funds!");
+ next;
+ }
+ }
+
+ // This loops forever
+ goto L_ContinuousLoop;
+
+
+OnInit:
+ .sex = G_OTHER;
+ .distance = 3;
+
+ // Estate Settings
+ .id=1; // Estate ID
+ .delay=15; // Forced wait between rings
+ .dpost=0; // Last doorbell ring
+ .mapa$="012-8";
+
+ // Arrays
+ // We go element by element on the array building the menu
+ .name$="";
+ .layer=0;
+ .price=0;
+ .objid=0;
+ .x1=0;
+ .y1=0;
+ .x2=0;
+ .y2=0;
+
+ // Furniture Settings
+ // Name, Collision Layer, Price, ID, x1, y1, x2, y2
+ // For Collision Layer, see constants.conf ("Real Estate Collisions")
+ create_object("Placeholder" ,99,999999,99999, 99, 99, 99, 99);
+
+ create_object("Bed 01" , 1, 5000, 1, 24, 24, 25, 27);
+ create_object("Bed 02" , 1, 5000, 2, 26, 24, 27, 27);
+ create_object("Bed 03" , 1, 5000, 4, 28, 24, 29, 27);
+ create_object("Bed 04" , 1, 5000, 8, 30, 24, 31, 27);
+ create_object("Bed 05" , 1, 5000, 16, 24, 29, 25, 32);
+ create_object("Bed 06" , 1, 5000, 32, 26, 29, 27, 32);
+ create_object("Bed 07" , 1, 5000, 64, 28, 29, 29, 32);
+ create_object("Bed 08" , 1, 5000, 128, 30, 29, 31, 32);
+
+ create_object("Wardrobe" , 5, 7000, 1, 21, 23, 22, 23);
+ create_object("Cauldron" , 5, 5000, 2, 28, 24, 29, 24);
+ create_object("Shelf 01" , 5, 2000, 4, 25, 23, 25, 23);
+ create_object("Shelf 02" , 5, 2000, 8, 26, 23, 26, 23);
+ create_object("Shelf 03" , 5, 2000, 16, 27, 23, 27, 23);
+ create_object("Shelf 04" , 5, 2000, 32, 30, 23, 30, 23);
+ create_object("Shelf 05" , 5, 2000, 64, 31, 23, 31, 23);
+ create_object("Shelf 06" , 5, 2000, 128, 32, 23, 32, 23);
+ create_object("Shelf 07" , 5, 2000, 256, 33, 23, 33, 23);
+ create_object("Shelf 08" , 5, 2000, 512, 34, 23, 34, 23);
+ create_object("Shelf 09" , 5, 2000, 1024, 35, 23, 35, 23);
+ create_object("Shelf 10" , 5, 2000, 2048, 36, 23, 36, 23);
+ create_object("Shelf 11" , 5, 2000, 4096, 37, 23, 37, 23);
+ create_object("Shelf 12" , 5, 2000, 8192, 38, 23, 38, 23);
+
+ create_object("Piano" , 3, 10000, 1, 33, 25, 35, 25);
+
+ create_object("Left Desk" , 2, 5000, 1, 20, 25, 22, 27);
+ create_object("Right Desk" , 2, 5000, 2, 36, 30, 38, 32);
+
+ create_object("Left Chair" , 4, 2000, 1, 21, 28, 21, 28);
+ create_object("Right Chair" , 4, 2000, 2, 37, 29, 37, 29);
+
+ create_object("Painting 01" , 6, 3000, 1, 21, 20, 21, 20);
+ create_object("Painting 02" , 6, 3000, 2, 23, 21, 23, 21);
+ create_object("Painting 03" , 6, 3000, 4, 25, 20, 25, 20);
+ create_object("Painting 04" , 6, 3000, 8, 28, 21, 28, 21);
+ create_object("Painting 05" , 6, 3000, 16, 31, 20, 31, 20);
+ create_object("Painting 06" , 6, 3000, 32, 36, 20, 36, 20);
+
+ // Load Mobilia already existing
+ debugmes "[REAL ESTATE] Now loading mobilia";
+ for (.@i=0; .@i < getarraysize(.layer); .@i++) {
+ switch (.layer[.@i]) {
+ case 1:
+ if ($ESTATE_MOBILIA_128[.id] & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 2:
+ if ($ESTATE_MOBILIA_4[.id] & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 3:
+ if ($ESTATE_MOBILIA_8[.id] & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 4:
+ if ($ESTATE_MOBILIA_32[.id] & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 5:
+ if ($ESTATE_MOBILIA_64[.id] & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 6:
+ if ($ESTATE_MOBILIA_2[.id] & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ default:
+ // We do nothing by default
+ //debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", .@i, .layer[.@i]);
+ break;
+ }
+ }
+ debugmes "Found %d valid objects", getarraysize(.valid_ids);
+ for (.@j=0; .@j < getarraysize(.valid_ids); .@j++) {
+ .@id=.valid_ids[.@j];
+ setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
+ debugmes "Creating %s in %s", realestate_cellname(.id, .@id), .mapa$;
+ }
+ deletearray .valid_ids;
+ stopnpctimer;
+ end;
+
+}
+
+