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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/functions/estate.txt
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/functions/estate.txt')
-rw-r--r--npc/functions/estate.txt91
1 files changed, 91 insertions, 0 deletions
diff --git a/npc/functions/estate.txt b/npc/functions/estate.txt
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+// TMW2: Moubootaur Legends scripts.
+// Author:
+// Jesusalva
+// Description:
+// Real Estate System
+// Script Helpers
+// WARNING: They affect directly the real estate global variables!
+
+// This function reduces payment accordingly
+// realestate_payment ( amount )
+function script realestate_payment {
+ REAL_ESTATE_CREDITS=REAL_ESTATE_CREDITS-getarg(0);
+ if (REAL_ESTATE_CREDITS < 0) {
+ Zeny+=REAL_ESTATE_CREDITS;
+ REAL_ESTATE_CREDITS=0;
+ }
+ return;
+}
+
+// Generate unique name for setcells
+// realestate_cellname ( estate_id, object_id )
+function script realestate_cellname {
+ return "RESObj_"+getarg(0)+"_"+getarg(1);
+}
+
+// Generate sell price for furniture based on original price and estate ID
+// realestate_sellprice ( estate_id, price )
+function script realestate_sellprice {
+ .@timeleft=$ESTATE_RENTTIME[getarg(0)]-gettimetick(2); // Number of seconds
+ .@daysleft=.@timeleft/86400; // Number of days left of rent
+ .@weeksleft=.@timeleft/604800; // Number of weeks left of rent
+
+ //debugmes "Your contract is valid for %d weeks more - %d days", .@weeksleft, .@daysleft;
+ //debugmes "The divisor is %d", max(1, 8-.@weeksleft);
+
+ return (getarg(1)/max(1, 8-.@weeksleft)) - max(0, 60-.@daysleft);
+}
+
+// This will toggle if mobilia was purchased or not, in the right group
+// realestate_togglemobilia ( estate_id, layer_id, object_id )
+function script realestate_togglemobilia {
+ switch (getarg(1)) {
+ case 1:
+ $ESTATE_MOBILIA_128[getarg(0)] = $ESTATE_MOBILIA_128[getarg(0)] ^ getarg(2);
+ break;
+ case 2:
+ $ESTATE_MOBILIA_4[getarg(0)] = $ESTATE_MOBILIA_4[getarg(0)] ^ getarg(2);
+ break;
+ case 3:
+ $ESTATE_MOBILIA_8[getarg(0)] = $ESTATE_MOBILIA_8[getarg(0)] ^ getarg(2);
+ break;
+ case 4:
+ $ESTATE_MOBILIA_32[getarg(0)] = $ESTATE_MOBILIA_32[getarg(0)] ^ getarg(2);
+ break;
+ case 5:
+ $ESTATE_MOBILIA_64[getarg(0)] = $ESTATE_MOBILIA_64[getarg(0)] ^ getarg(2);
+ break;
+ case 6:
+ $ESTATE_MOBILIA_2[getarg(0)] = $ESTATE_MOBILIA_2[getarg(0)] ^ getarg(2);
+ break;
+ default:
+ debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", getarg(2), getarg(1));
+ break;
+ }
+ return;
+}
+
+
+// Like the previous function, but returns true if player have said mobilia
+// realestate_hasmobilia ( estate_id, layer_id, object_id )
+function script realestate_hasmobilia {
+ switch (getarg(1)) {
+ case 1:
+ return $ESTATE_MOBILIA_128[getarg(0)] & getarg(2);
+ case 2:
+ return $ESTATE_MOBILIA_4[getarg(0)] & getarg(2);
+ case 3:
+ return $ESTATE_MOBILIA_8[getarg(0)] & getarg(2);
+ case 4:
+ return $ESTATE_MOBILIA_32[getarg(0)] & getarg(2);
+ case 5:
+ return $ESTATE_MOBILIA_64[getarg(0)] & getarg(2);
+ case 6:
+ return $ESTATE_MOBILIA_2[getarg(0)] & getarg(2);
+ default:
+ debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", getarg(2), getarg(1));
+ return false;
+ }
+ return false;
+}
+