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authorJesusaves <cpntb1@ymail.com>2019-03-08 00:26:07 -0300
committerJesusaves <cpntb1@ymail.com>2019-03-08 00:27:28 -0300
commit2f9c725f488714c7c8bc75cab441b146c24f2482 (patch)
tree63267b68fec15b4bcfd354a315de9d5e26b70f09 /npc/009-6
parent222a4db1ccaa6467c5acdf6aa7cd0d01dec40cf0 (diff)
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Sorry I forgot to run a replace in doorbell. Oh well.
Four Real Estates priced 40k, 120k, 140k and 180k. Seems good.
Diffstat (limited to 'npc/009-6')
-rw-r--r--npc/009-6/doorbell.txt8
1 files changed, 4 insertions, 4 deletions
diff --git a/npc/009-6/doorbell.txt b/npc/009-6/doorbell.txt
index 3d050ee30..67dda0bf5 100644
--- a/npc/009-6/doorbell.txt
+++ b/npc/009-6/doorbell.txt
@@ -24,7 +24,7 @@
// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
// The sign is the main controller
-009-6,32,34,0 script Doorbell#RES_0128 NPC_NO_SPRITE,{
+009-6,32,34,0 script Doorbell#RES_0096 NPC_NO_SPRITE,{
// Name, Layer, Price, ID, x1, y1, x2, y2,
function create_object {
array_push(.name$, getarg(0));
@@ -196,7 +196,7 @@ L_ContinuousLoop:
if (realestate_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
// If you have the mobilia, you're selling it for Mobiliary Credits
delcells realestate_cellname(.id, .@id);
- realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0128");
+ realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0096");
REAL_ESTATE_CREDITS+=realestate_sellprice(.id,.price[.@i]);
mesc l("Sale successful!");
next;
@@ -207,7 +207,7 @@ L_ContinuousLoop:
realestate_payment(.@price);
setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
areatimer(.mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], 10, "::OnSlide");
- realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0128");
+ realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0096");
mesc l("Purchase successful!");
next;
} else {
@@ -320,7 +320,7 @@ OnInit:
}
deletearray .valid_ids;
// Load NPCs
- donpcevent "NPCs#RES_0128::OnReload";
+ donpcevent "NPCs#RES_0096::OnReload";
end;
}