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author | Jesusaves <cpntb1@ymail.com> | 2019-03-05 00:06:22 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-03-05 00:06:22 -0300 |
commit | 987507ecc4682184cfbdcc5fae45bb501bd9e50f (patch) | |
tree | 52377fd053f82bd88847e628d1ac7563b7c32b51 /npc/012-8 | |
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)
Diffstat (limited to 'npc/012-8')
-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 |
3 files changed, 289 insertions, 0 deletions
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; + +} + + |