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author | Jesusaves <cpntb1@ymail.com> | 2019-03-07 17:29:11 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-03-07 17:29:11 -0300 |
commit | 09ee49345bc354f2c10b95fe172574687c6e6a8f (patch) | |
tree | fbca03a68a9e6d9776909c2154740aa95f82b553 /npc/017-8/doorbell.txt | |
parent | 6f78c7f3fcc740cc0616233fd286973210a78964 (diff) | |
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Let's see if Real Estate System works out-of-the-box as planned...
Note: Rent System could be improved to use functions
Diffstat (limited to 'npc/017-8/doorbell.txt')
-rw-r--r-- | npc/017-8/doorbell.txt | 335 |
1 files changed, 335 insertions, 0 deletions
diff --git a/npc/017-8/doorbell.txt b/npc/017-8/doorbell.txt new file mode 100644 index 000000000..901d8d2f6 --- /dev/null +++ b/npc/017-8/doorbell.txt @@ -0,0 +1,335 @@ +// 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: 3 +// $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 Normal Collision (1) +// $ESTATE_MOBILIA_128[.id] → Bitmask of mobilia currently purchased on Player Collision (5) +// $ESTATE_PASSWORD$[.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 +// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default) + +// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first. + +// The sign is the main controller +017-8,32,34,0 script Doorbell#RES_0178 NPC_NO_SPRITE,{ + // Name, Layer, Price, ID, x1, y1, x2, y2, + function create_object { + array_push(.name$, 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; + +// 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; + +// If someone press the doorbell from outside and doorbell is enabled +OnDoorbell: + if (!$ESTATE_DOORBELL[.id]) + end; + + if (.dpost < gettimetick(2)) { + npctalk l("@@ is pressing the doorbell.", strcharinfo(0)); // We actually don't want l() + } + .dpost=gettimetick(2)+.delay; + end; + +// Managment Menu +L_Manage: + mesc l("@@'s Estate", strcharinfo(0)); + mesc ".:: "+ l("Managment Menu") + " ::."; + + .@gp=REAL_ESTATE_CREDITS+Zeny; + mesc l("Rent time available: @@", FuzzyTime($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 + delcells realestate_cellname(.id, .@id); + realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0178"); + REAL_ESTATE_CREDITS+=realestate_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 .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_0178"); + 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=3; // Estate ID + .delay=15; // Forced wait between rings + .dpost=0; // Last doorbell ring + .mapa$="017-8"; + + // Arrays + // We go element by element on the array building the menu + .name$=""; + .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" , 5, 5000, 1, 24, 24, 25, 27); + create_object("Bed 02" , 5, 5000, 2, 26, 24, 27, 27); + create_object("Bed 03" , 5, 5000, 4, 28, 24, 29, 27); + create_object("Bed 04" , 5, 5000, 8, 30, 24, 31, 27); + create_object("Bed 05" , 5, 5000, 16, 24, 29, 25, 32); + create_object("Bed 06" , 5, 5000, 32, 26, 29, 27, 32); + create_object("Bed 07" , 5, 5000, 64, 28, 29, 29, 32); + create_object("Bed 08" , 5, 5000, 128, 30, 29, 31, 32); + + create_object("Wardrobe" , 1, 7000, 1, 21, 23, 22, 23); + create_object("Cauldron" , 1, 5000, 2, 28, 24, 29, 24); + create_object("Shelf 01" , 1, 2000, 4, 25, 23, 25, 23); + create_object("Shelf 02" , 1, 2000, 8, 26, 23, 26, 23); + create_object("Shelf 03" , 1, 2000, 16, 27, 23, 27, 23); + create_object("Shelf 04" , 1, 2000, 32, 30, 23, 30, 23); + create_object("Shelf 05" , 1, 2000, 64, 31, 23, 31, 23); + create_object("Shelf 06" , 1, 2000, 128, 32, 23, 32, 23); + create_object("Shelf 07" , 1, 2000, 256, 33, 23, 33, 23); + create_object("Shelf 08" , 1, 2000, 512, 34, 23, 34, 23); + create_object("Shelf 09" , 1, 2000, 1024, 35, 23, 35, 23); + create_object("Shelf 10" , 1, 2000, 2048, 36, 23, 36, 23); + create_object("Shelf 11" , 1, 2000, 4096, 37, 23, 37, 23); + create_object("Shelf 12" , 1, 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; + // Load NPCs + donpcevent "NPCs#RES_0178::OnReload"; + end; + +} + + |