diff options
author | Jesusaves <cpntb1@ymail.com> | 2019-03-05 00:06:22 -0300 |
---|---|---|
committer | Jesusaves <cpntb1@ymail.com> | 2019-03-05 00:06:22 -0300 |
commit | 987507ecc4682184cfbdcc5fae45bb501bd9e50f (patch) | |
tree | 52377fd053f82bd88847e628d1ac7563b7c32b51 | |
parent | b55ebb04f27ad6bd16a6e9348fc5e656694701b5 (diff) | |
download | serverdata-987507ecc4682184cfbdcc5fae45bb501bd9e50f.tar.gz serverdata-987507ecc4682184cfbdcc5fae45bb501bd9e50f.tar.bz2 serverdata-987507ecc4682184cfbdcc5fae45bb501bd9e50f.tar.xz serverdata-987507ecc4682184cfbdcc5fae45bb501bd9e50f.zip |
Real Estate: Initial Commit (beds only)
-rw-r--r-- | conf/map/maps.conf | 1 | ||||
-rw-r--r-- | db/map_index.txt | 127 | ||||
-rw-r--r-- | maps/re/012-8.mcache | bin | 0 -> 80 bytes | |||
-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 | 197 | ||||
-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 | 282 | ||||
-rw-r--r-- | npc/_import.txt | 1 | ||||
-rw-r--r-- | npc/functions/estate.txt | 19 | ||||
-rw-r--r-- | npc/scripts.conf | 1 |
12 files changed, 574 insertions, 64 deletions
diff --git a/conf/map/maps.conf b/conf/map/maps.conf index 64734ea16..e6f4ddf8e 100644 --- a/conf/map/maps.conf +++ b/conf/map/maps.conf @@ -74,6 +74,7 @@ map_list: ( "012-5", "012-6", "012-7", + "012-8", "014-1", "014-2-1", "014-2", diff --git a/db/map_index.txt b/db/map_index.txt index 763380451..4a9da3835 100644 --- a/db/map_index.txt +++ b/db/map_index.txt @@ -71,66 +71,67 @@ 012-5 71 012-6 72 012-7 73 -014-1 74 -014-2-1 75 -014-2 76 -014-3 77 -014-4 78 -014-5 79 -015-1 80 -015-2 81 -015-3 82 -015-4 83 -015-5 84 -015-6 85 -015-7 86 -016-1 87 -016-6 88 -016-7 89 -017-1 90 -017-2-1 91 -017-2-2 92 -017-2 93 -017-3 94 -017-4 95 -017-5 96 -017-6 97 -018-1-1 98 -018-1 99 -018-2-1 100 -018-2-2 101 -018-2-3 102 -018-2-4 103 -018-2 104 -018-3 105 -018-4-1 106 -018-4-2 107 -018-4 108 -018-5 109 -019-1-1 110 -019-1 111 -019-2 112 -019-3 113 -019-4-1 114 -019-4 115 -020-1 116 -020-2 117 -020-3 118 -020-4 119 -020-5 120 -020-6 121 -021-1 122 -021-2 123 -021-3 124 -021-4 125 -022-1 126 -023-1 127 -023-2 128 -024-1 129 -boss 130 -botcheck 131 -sec_pri 132 -soren-2 133 -soren 134 -test 135 -testbg 136 +012-8 74 +014-1 75 +014-2-1 76 +014-2 77 +014-3 78 +014-4 79 +014-5 80 +015-1 81 +015-2 82 +015-3 83 +015-4 84 +015-5 85 +015-6 86 +015-7 87 +016-1 88 +016-6 89 +016-7 90 +017-1 91 +017-2-1 92 +017-2-2 93 +017-2 94 +017-3 95 +017-4 96 +017-5 97 +017-6 98 +018-1-1 99 +018-1 100 +018-2-1 101 +018-2-2 102 +018-2-3 103 +018-2-4 104 +018-2 105 +018-3 106 +018-4-1 107 +018-4-2 108 +018-4 109 +018-5 110 +019-1-1 111 +019-1 112 +019-2 113 +019-3 114 +019-4-1 115 +019-4 116 +020-1 117 +020-2 118 +020-3 119 +020-4 120 +020-5 121 +020-6 122 +021-1 123 +021-2 124 +021-3 125 +021-4 126 +022-1 127 +023-1 128 +023-2 129 +024-1 130 +boss 131 +botcheck 132 +sec_pri 133 +soren-2 134 +soren 135 +test 136 +testbg 137 diff --git a/maps/re/012-8.mcache b/maps/re/012-8.mcache Binary files differnew file mode 100644 index 000000000..2cae43ce3 --- /dev/null +++ b/maps/re/012-8.mcache 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..e6d417d13 --- /dev/null +++ b/npc/012-1/estate.txt @@ -0,0 +1,197 @@ +// 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 → When the rent will expire +// $ESTATE_MOBILIA_2[.id] → Bitmask of mobilia currently purchased on Yellow Collision (4) +// $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_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_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 + $ESTATE_RENTTIME[.id]+=.time; + break; + } + goto L_Manage; + close; + +OnInit: + .sex = G_OTHER; + .distance = 3; + + // Estate Settings + .id=1; // Estate ID + .price=50000; // Monthly rent price + .time=60*60*24*30; // How long last default rent time. In future could consider month. + end; + +} + +// Door entrance +012-1,95,69,0 script #RES_0128 NPC_HIDDEN,0,0,{ + end; +OnTouch: + if ($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..51218685e --- /dev/null +++ b/npc/012-8/doorbell.txt @@ -0,0 +1,282 @@ +// 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 → When the rent will expire +// $ESTATE_MOBILIA_2[.id] → Bitmask of mobilia currently purchased on Yellow Collision (4) +// $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_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$; + mesc l("Password changed with success!"), 3; + } else { + mesc l("The passwords doesn't match."), 1; + } + break; + } + goto L_Manage; + +L_Furniture: + mesc l("@@'s Estate", strcharinfo(0)); + mesc ".:: "+ l("Furniture Menu") + " ::."; + + .@gp=REAL_ESTATE_CREDITS+Zeny; + .@dl=$ESTATE_RENTTIME[.id]/(60*60*24); + mesc l("Total Credits and GP: @@", format_number(.@gp)); + + next; + select + l("Finish"), + l("Manage beds"), + l("Manage shelves"), + l("Manage luxury furniture"), + l("Manage Desks and Chairs"), + l("Manage Paintings"); + mes ""; + + switch (@menu) { + case 1: + goto L_Manage; + break; + case 2: + mesc l("Beds"), 3; + @re_col=1; // Collision layer to look up + @daysleft=$ESTATE_RENTTIME/86400; // Number of days left of rent + .@gp=REAL_ESTATE_CREDITS+Zeny; // How much you have + //@valid_ids=0; // Array of valid entries + deletearray @valid_ids; + + for (.@i=0; .@i < getarraysize(.layer); .@i++) { + debugmes "Found object ID %d named %s on layer %s coords (%d,%d) - Looking for layer %d", .@i, .name$[.@i], .layer[.@i], .x1[.@i], .y1[.@i], @re_col; + if (.layer[.@i] == @re_col) { + // We have a valid object + // So we can populate a second array? + // Allow to buy/sell and also setcells with params + // Maybe an htable would work better (name$, .@id) + array_push(@valid_ids, .@i); + debugmes "Pushing"; + } + } + debugmes "Found %d valid objects", getarraysize(@valid_ids); + + // Add a function here + @menuentries$=""; + for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) { + .@i=@valid_ids[.@j]; + if ($ESTATE_MOBILIA_2[.id] & .objid[.@i]) + @menuentries$+=("Sell ")+.name$[.@i]+l(" for ") + format_number(.price[.@i]/max(1,60-@daysleft)) +":"; + else + @menuentries$+=("Purchase ")+.name$[.@i]+(" for ") + format_number(.price[.@i])+":"; + } + select (@menuentries$); + mes ""; + + // We have then that (@menu-1) is the ID to toggle + // in other words, .@id handles everything now + .@id=@valid_ids[@menu-1]; + + if ($ESTATE_MOBILIA_2[.id] & .objid[.@id]) { + // If you have the mobilia, you're selling it for Mobiliary Credits + .@price=.price[.@i]/max(1,60-@daysleft); + $ESTATE_MOBILIA_2[.id]=$ESTATE_MOBILIA_2[.id] ^ .objid[.@id]; + REAL_ESTATE_CREDITS+=.@price; + mesc l("Sale successful!"); + next; + } else { + // Else, you're buying it + .@price=.price[.@id]; + if (.@gp > .@price) { + realestate_payment(.@price); + $ESTATE_MOBILIA_2[.id]=$ESTATE_MOBILIA_2[.id] | .objid[.@id]; + + mesc l("Purchase successful!"); + next; + } else { + mesc l("Not enough funds!"); + next; + } + } + + // Repeat the loop + break; + case 3: + goto L_Furniture; + break; + case 4: + break; + } + goto L_Furniture; + +L_FindLoop: + + +OnInit: + .sex = G_OTHER; + .distance = 3; + + // Estate Settings + .id=1; // Estate ID + .delay=15; // Forced wait between rings + .dpost=0; // Last doorbell ring + + // 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 + 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); + + // Price Settings + // Sell price is a proportion from buy price here stated + // And rent time still available + // Sell price = Buy Price / max(1, 60-Days Remaining) + .pshelf= 2000; + .ppiano= 10000; + .pdesk= 5000; + .pchair= 2000; + .ppaint= 3000; + + // Name, Layer, Price, ID, x1, y1, x2, y2, + + // Storage Layer + .shelf01=4; + .shelf02=8; + .shelf03=16; + .shelf04=32; + .shelf05=64; + .shelf06=128; + .shelf07=256; + .shelf08=512; + .shelf09=1024; + .shelf10=2048; + .shelf11=4096; + .shelf12=8192; + + // Luxury Layer + .piano=1; + + // Chair & Desk Layer + .desk1=1; + .desk2=2; + .chair1=4; + .chair2=8; + + // Painting Layer + .paint1=1; + .paint2=2; + .paint3=4; + .paint4=8; + .paint5=16; + .paint6=32; + + // Load Mobilia + 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..c6a5508a4 --- /dev/null +++ b/npc/functions/estate.txt @@ -0,0 +1,19 @@ +// TMW2: Moubootaur Legends scripts. +// Author: +// Jesusalva +// Description: +// Real Estate System +// Script Helpers +// For all your real estate purposes + +// 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; +} + 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", |