diff options
-rw-r--r-- | maps/re/014-3.mcache | bin | 1742 -> 1737 bytes | |||
-rw-r--r-- | npc/009-6/doorbell.txt | 8 |
2 files changed, 4 insertions, 4 deletions
diff --git a/maps/re/014-3.mcache b/maps/re/014-3.mcache Binary files differindex b090b3fc9..166e49010 100644 --- a/maps/re/014-3.mcache +++ b/maps/re/014-3.mcache 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; } |