// 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 // ESTATE_ID → Instance ID of the Estate (required for NPCs, expire) // ESTATE_RENTTIME → When the rent will expire // ESTATE_MOBILIA_2 → Bitmask of mobilia currently purchased on Monster Collision (6) (Use on walls only) // ESTATE_MOBILIA_4 → Bitmask of mobilia currently purchased on Air Collision (2) // ESTATE_MOBILIA_8 → Bitmask of mobilia currently purchased on Water Collision (3) // ESTATE_MOBILIA_32 → Bitmask of mobilia currently purchased on Yellow Collision (4) // ESTATE_MOBILIA_64 → Bitmask of mobilia currently purchased on Normal Collision (1) // ESTATE_MOBILIA_128 → Bitmask of mobilia currently purchased on Player Collision (5) // REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first. // The sign is the main controller 024-14,32,34,0 script Doorbell#RES_PPL NPC_NO_SPRITE,{ // Name, Layer, Price, ID, x1, y1, x2, y2, function create_object { array_push(.nams$, 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; } function re2_sellprice; function re2_togglemobilia; function re2_hasmobilia; .id=getcharid(0); goto L_Manage; // Managment Menu L_Manage: mesc l("@@'s Apartment", strcharinfo(0)); mesc ".:: "+ l("Managment Menu") + " ::."; .@gp=REAL_ESTATE_CREDITS+Zeny; mesc l("Rent time available: @@", FuzzyTime(ESTATE_RENTTIME)); mesc l("Total Credits and GP: @@", format_number(.@gp)); mes ""; next; select l("Leave"), l("Manage Furniture"), rif(is_staff(), l("Reload NPC Data")); switch (@menu) { case 1: close; break; case 2: goto L_Furniture; break; case 3: addtimer2(150, instance_npcname("NPCs#RES_PPL")+"::OnReload"); close; 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, .nams$[.@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$="Finish:"; for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) { .@i=@valid_ids[.@j]; if (re2_hasmobilia(.id, .layer[.@i], .objid[.@i])) @menuentries$+=l("Sell ")+.nams$[.@i]+l(" for ") + format_number( re2_sellprice(.id,.price[.@i]) ) +":"; else @menuentries$+=l("Purchase ")+.nams$[.@i]+(" for ") + format_number( .price[.@i] )+":"; } select (@menuentries$); 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 (re2_hasmobilia(.id, .layer[.@id], .objid[.@id])) { // If you have the mobilia, you're selling it for Mobiliary Credits delcells realestate_cellname(.id, .@id); re2_togglemobilia(.id, .layer[.@id], .objid[.@id]); addtimer2(150, "NPCs#RES_PPL::OnReload"); REAL_ESTATE_CREDITS+=re2_sellprice(.id,.price[.@i]); 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); setcells "ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id); areatimer("ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], 10, "::OnSlide"); re2_togglemobilia(.id, .layer[.@id], .objid[.@id]); addtimer2(150, "NPCs#RES_PPL::OnReload"); mesc l("Purchase successful!"); next; } else { mesc l("Not enough funds!"); next; } } // This loops forever goto L_ContinuousLoop; // When using setcells() a player could get trapped! // This label will slide the player back to entrance, which should be a safe spot OnSlide: slide 33, 33; end; OnInit: .sex = G_OTHER; .distance = 3; // Arrays // We go element by element on the array building the menu .nams$=""; .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("Red Bed" , 5, 5000, 1, 25, 29, 26, 32); create_object("Blue Bed" , 5, 5000, 2, 27, 29, 28, 32); create_object("Wardrobe" , 1, 7000, 1, 25, 26, 26, 26); create_object("Cauldron" , 1, 5000, 2, 28, 27, 29, 27); create_object("Empty Shelf" , 1, 2000, 4, 34, 26, 34, 26); create_object("Bookshelf" , 1, 2000, 8, 35, 26, 35, 26); create_object("Bottle Shelf", 1, 2000, 16, 36, 26, 36, 26); create_object("Beer Shelf" , 1, 2000, 32, 37, 26, 37, 26); create_object("Piano" , 3, 10000, 1, 31, 26, 33, 26); create_object("Right Desk" , 2, 5000, 2, 36, 30, 38, 32); create_object("Right Chair" , 4, 2000, 2, 37, 29, 37, 29); create_object("Painting 01" , 6, 3000, 1, 27, 23, 27, 23); create_object("Painting 02" , 6, 3000, 2, 29, 24, 29, 24); create_object("Painting 03" , 6, 3000, 4, 32, 23, 32, 23); create_object("Painting 04" , 6, 3000, 8, 35, 23, 35, 23); end; OnReload: // 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_64 & .objid[.@i]) array_push(.valid_ids, .@i); break; case 2: if (ESTATE_MOBILIA_4 & .objid[.@i]) array_push(.valid_ids, .@i); break; case 3: if (ESTATE_MOBILIA_8 & .objid[.@i]) array_push(.valid_ids, .@i); break; case 4: if (ESTATE_MOBILIA_32 & .objid[.@i]) array_push(.valid_ids, .@i); break; case 5: if (ESTATE_MOBILIA_128 & .objid[.@i]) array_push(.valid_ids, .@i); break; case 6: if (ESTATE_MOBILIA_2 & .objid[.@i]) array_push(.valid_ids, .@i); break; default: break; } } debugmes "Found %d valid objects", getarraysize(.valid_ids); for (.@j=0; .@j < getarraysize(.valid_ids); .@j++) { .@id=.valid_ids[.@j]; setcells "ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id); } deletearray .valid_ids; end; // Additional crap needed because instance system // Previously declared functions here. Copy paste from functions/, but without $. function re2_sellprice { .@timeleft=ESTATE_RENTTIME-gettimetick(2); // Number of seconds .@daysleft=.@timeleft/86400; // Number of days left of rent .@weeksleft=.@timeleft/604800; // Number of weeks left of rent return (getarg(1)/max(1, 6-.@weeksleft)) - max(0, 45-.@daysleft); } function re2_togglemobilia { switch (getarg(1)) { case 1: ESTATE_MOBILIA_64 = ESTATE_MOBILIA_64 ^ getarg(2); break; case 2: ESTATE_MOBILIA_4 = ESTATE_MOBILIA_4 ^ getarg(2); break; case 3: ESTATE_MOBILIA_8 = ESTATE_MOBILIA_8 ^ getarg(2); break; case 4: ESTATE_MOBILIA_32 = ESTATE_MOBILIA_32 ^ getarg(2); break; case 5: ESTATE_MOBILIA_128 = ESTATE_MOBILIA_128 ^ getarg(2); break; case 6: ESTATE_MOBILIA_2 = ESTATE_MOBILIA_2 ^ 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; } if (getarg(3, "error") != "error") { addtimer2(150, "NPCs#RES_PPL::OnReload"); } return; } function re2_hasmobilia { switch (getarg(1)) { case 1: return ESTATE_MOBILIA_64 & getarg(2); case 2: return ESTATE_MOBILIA_4 & getarg(2); case 3: return ESTATE_MOBILIA_8 & getarg(2); case 4: return ESTATE_MOBILIA_32 & getarg(2); case 5: return ESTATE_MOBILIA_128 & getarg(2); case 6: return ESTATE_MOBILIA_2 & 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; } }