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-rw-r--r--npc/012-8/doorbell.txt63
1 files changed, 32 insertions, 31 deletions
diff --git a/npc/012-8/doorbell.txt b/npc/012-8/doorbell.txt
index 833872c05..a377d9673 100644
--- a/npc/012-8/doorbell.txt
+++ b/npc/012-8/doorbell.txt
@@ -15,8 +15,8 @@
// $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 Player Collision (5)
-// $ESTATE_MOBILIA_128[.id] → Bitmask of mobilia currently purchased on Normal Collision (1)
+// $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
// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default)
@@ -50,7 +50,7 @@ OnDoorbell:
end;
if (.dpost < gettimetick(2)) {
- npctalk ("@@ is pressing the doorbell.", strcharinfo(0));
+ npctalk l("@@ is pressing the doorbell.", strcharinfo(0)); // We actually don't want l()
}
.dpost=gettimetick(2)+.delay;
end;
@@ -189,9 +189,9 @@ L_ContinuousLoop:
if (realestate_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
// If you have the mobilia, you're selling it for Mobiliary Credits
- realestate_togglemobilia(.id, .layer[.@id], .objid[.@id]);
- REAL_ESTATE_CREDITS+=realestate_sellprice(.id,.price[.@i]);
delcells realestate_cellname(.id, .@id);
+ realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0128");
+ REAL_ESTATE_CREDITS+=realestate_sellprice(.id,.price[.@i]);
mesc l("Sale successful!");
next;
} else {
@@ -199,8 +199,8 @@ L_ContinuousLoop:
.@price=.price[.@id];
if (.@gp > .@price) {
realestate_payment(.@price);
- realestate_togglemobilia(.id, .layer[.@id], .objid[.@id]);
setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
+ realestate_togglemobilia(.id, .layer[.@id], .objid[.@id], "NPCs#RES_0128");
mesc l("Purchase successful!");
next;
} else {
@@ -239,29 +239,29 @@ OnInit:
// For Collision Layer, see constants.conf ("Real Estate Collisions")
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);
- create_object("Shelf 01" , 5, 2000, 4, 25, 23, 25, 23);
- create_object("Shelf 02" , 5, 2000, 8, 26, 23, 26, 23);
- create_object("Shelf 03" , 5, 2000, 16, 27, 23, 27, 23);
- create_object("Shelf 04" , 5, 2000, 32, 30, 23, 30, 23);
- create_object("Shelf 05" , 5, 2000, 64, 31, 23, 31, 23);
- create_object("Shelf 06" , 5, 2000, 128, 32, 23, 32, 23);
- create_object("Shelf 07" , 5, 2000, 256, 33, 23, 33, 23);
- create_object("Shelf 08" , 5, 2000, 512, 34, 23, 34, 23);
- create_object("Shelf 09" , 5, 2000, 1024, 35, 23, 35, 23);
- create_object("Shelf 10" , 5, 2000, 2048, 36, 23, 36, 23);
- create_object("Shelf 11" , 5, 2000, 4096, 37, 23, 37, 23);
- create_object("Shelf 12" , 5, 2000, 8192, 38, 23, 38, 23);
+ 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);
@@ -316,10 +316,11 @@ OnInit:
for (.@j=0; .@j < getarraysize(.valid_ids); .@j++) {
.@id=.valid_ids[.@j];
setcells .mapa$, .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
- debugmes "Creating %s in %s", realestate_cellname(.id, .@id), .mapa$;
+ //debugmes "Creating %s in %s", realestate_cellname(.id, .@id), .mapa$;
}
deletearray .valid_ids;
- stopnpctimer;
+ // Load NPCs
+ donpcevent "NPCs#RES_0128::OnReload";
end;
}