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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 | |
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')
-rw-r--r-- | npc/003-2/_import.txt | 2 | ||||
-rw-r--r-- | npc/012-1/_import.txt | 1 | ||||
-rw-r--r-- | npc/012-1/estate.txt | 199 | ||||
-rw-r--r-- | npc/012-8/_import.txt | 4 | ||||
-rw-r--r-- | npc/012-8/_warps.txt | 3 | ||||
-rw-r--r-- | npc/012-8/doorbell.txt | 327 | ||||
-rw-r--r-- | npc/_import.txt | 1 | ||||
-rw-r--r-- | npc/functions/estate.txt | 91 | ||||
-rw-r--r-- | npc/scripts.conf | 1 |
9 files changed, 628 insertions, 1 deletions
diff --git a/npc/003-2/_import.txt b/npc/003-2/_import.txt index fffe69267..f6711989e 100644 --- a/npc/003-2/_import.txt +++ b/npc/003-2/_import.txt @@ -1,4 +1,4 @@ -// Map 003-2: Tulimshar Guild +// Map 003-2: Tulimshar Guild // This file is generated automatically. All manually added changes will be removed when running the Converter. "npc/003-2/_warps.txt", "npc/003-2/eistein.txt", diff --git a/npc/012-1/_import.txt b/npc/012-1/_import.txt index c9898eea0..57e4e73f5 100644 --- a/npc/012-1/_import.txt +++ b/npc/012-1/_import.txt @@ -5,6 +5,7 @@ "npc/012-1/andrei.txt", "npc/012-1/bot.txt", "npc/012-1/dyrinthetraveler.txt", +"npc/012-1/estate.txt", "npc/012-1/guards.txt", "npc/012-1/gwendolyn.txt", "npc/012-1/hinnak.txt", 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; + +} + 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$; + } + deletearray .valid_ids; + stopnpctimer; + end; + +} + + diff --git a/npc/_import.txt b/npc/_import.txt index 378e19221..94ecf1c6a 100644 --- a/npc/_import.txt +++ b/npc/_import.txt @@ -73,6 +73,7 @@ @include "npc/012-5/_import.txt" @include "npc/012-6/_import.txt" @include "npc/012-7/_import.txt" +@include "npc/012-8/_import.txt" @include "npc/014-1/_import.txt" @include "npc/014-2-1/_import.txt" @include "npc/014-2/_import.txt" diff --git a/npc/functions/estate.txt b/npc/functions/estate.txt new file mode 100644 index 000000000..5eb508e1b --- /dev/null +++ b/npc/functions/estate.txt @@ -0,0 +1,91 @@ +// TMW2: Moubootaur Legends scripts. +// Author: +// Jesusalva +// Description: +// Real Estate System +// Script Helpers +// WARNING: They affect directly the real estate global variables! + +// This function reduces payment accordingly +// realestate_payment ( amount ) +function script realestate_payment { + REAL_ESTATE_CREDITS=REAL_ESTATE_CREDITS-getarg(0); + if (REAL_ESTATE_CREDITS < 0) { + Zeny+=REAL_ESTATE_CREDITS; + REAL_ESTATE_CREDITS=0; + } + return; +} + +// Generate unique name for setcells +// realestate_cellname ( estate_id, object_id ) +function script realestate_cellname { + return "RESObj_"+getarg(0)+"_"+getarg(1); +} + +// Generate sell price for furniture based on original price and estate ID +// realestate_sellprice ( estate_id, price ) +function script realestate_sellprice { + .@timeleft=$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; +} + diff --git a/npc/scripts.conf b/npc/scripts.conf index 6bd601436..07c1b0397 100644 --- a/npc/scripts.conf +++ b/npc/scripts.conf @@ -37,6 +37,7 @@ "npc/functions/bank.txt", "npc/functions/daily.txt", "npc/functions/doors.txt", +"npc/functions/estate.txt", "npc/functions/fishing.txt", "npc/functions/hammocks.txt", "npc/functions/lockpicks.txt", |