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-rw-r--r--npc/024-14/_import.txt2
-rw-r--r--npc/024-14/doorbell.txt323
-rw-r--r--npc/024-14/utils.txt147
3 files changed, 472 insertions, 0 deletions
diff --git a/npc/024-14/_import.txt b/npc/024-14/_import.txt
index 82d3bfc16..2c45a9c1f 100644
--- a/npc/024-14/_import.txt
+++ b/npc/024-14/_import.txt
@@ -1,3 +1,5 @@
// Map 024-14: Real Estate
// This file is generated automatically. All manually added changes will be removed when running the Converter.
"npc/024-14/_warps.txt",
+"npc/024-14/doorbell.txt",
+"npc/024-14/utils.txt",
diff --git a/npc/024-14/doorbell.txt b/npc/024-14/doorbell.txt
new file mode 100644
index 000000000..f60d9cea7
--- /dev/null
+++ b/npc/024-14/doorbell.txt
@@ -0,0 +1,323 @@
+// 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
+
+// ESTATE_ID → Instance ID of the Estate (required for NPCs, expire)
+// ESTATE_RENTTIME → When the rent will expire
+// ESTATE_MOBILIA_2 → Bitmask of mobilia currently purchased on Monster Collision (6) (Use on walls only)
+// ESTATE_MOBILIA_4 → Bitmask of mobilia currently purchased on Air Collision (2)
+// ESTATE_MOBILIA_8 → Bitmask of mobilia currently purchased on Water Collision (3)
+// ESTATE_MOBILIA_32 → Bitmask of mobilia currently purchased on Yellow Collision (4)
+// ESTATE_MOBILIA_64 → Bitmask of mobilia currently purchased on Normal Collision (1)
+// ESTATE_MOBILIA_128 → Bitmask of mobilia currently purchased on Player Collision (5)
+
+// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
+
+// The sign is the main controller
+024-14,32,34,0 script Doorbell#RES_PPL NPC_NO_SPRITE,{
+ // Name, Layer, Price, ID, x1, y1, x2, y2,
+ function create_object {
+ array_push(.nams$, 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;
+ }
+ function re2_sellprice;
+ function re2_togglemobilia;
+ function re2_hasmobilia;
+
+ .id=getcharid(0);
+ goto L_Manage;
+// Managment Menu
+L_Manage:
+ mesc l("@@'s Apartment", strcharinfo(0));
+ mesc ".:: "+ l("Managment Menu") + " ::.";
+
+ .@gp=REAL_ESTATE_CREDITS+Zeny;
+ mesc l("Rent time available: @@", FuzzyTime(ESTATE_RENTTIME));
+ mesc l("Total Credits and GP: @@", format_number(.@gp));
+ mes "";
+
+ next;
+ select
+ l("Leave"),
+ l("Manage Furniture");
+
+ switch (@menu) {
+ case 1:
+ close;
+ break;
+ case 2:
+ goto L_Furniture;
+ 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, .nams$[.@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$="Finish:";
+ for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) {
+ .@i=@valid_ids[.@j];
+ if (re2_hasmobilia(.id, .layer[.@i], .objid[.@i]))
+ @menuentries$+=l("Sell ")+.nams$[.@i]+l(" for ") + format_number( re2_sellprice(.id,.price[.@i]) ) +":";
+ else
+ @menuentries$+=l("Purchase ")+.nams$[.@i]+(" for ") + format_number( .price[.@i] )+":";
+ }
+ select (@menuentries$);
+ 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 (re2_hasmobilia(.id, .layer[.@id], .objid[.@id])) {
+ // If you have the mobilia, you're selling it for Mobiliary Credits
+ delcells realestate_cellname(.id, .@id);
+ re2_togglemobilia(.id, .layer[.@id], .objid[.@id]);
+ addtimer2(150, "NPCs#RES_PPL::OnReload");
+ REAL_ESTATE_CREDITS+=re2_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 "ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
+ areatimer("ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], 10, "::OnSlide");
+ re2_togglemobilia(.id, .layer[.@id], .objid[.@id]);
+ addtimer2(150, "NPCs#RES_PPL::OnReload");
+ mesc l("Purchase successful!");
+ next;
+ } else {
+ mesc l("Not enough funds!");
+ next;
+ }
+ }
+
+ // This loops forever
+ goto L_ContinuousLoop;
+
+
+// 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;
+
+OnInit:
+ .sex = G_OTHER;
+ .distance = 3;
+
+ // Arrays
+ // We go element by element on the array building the menu
+ .nams$="";
+ .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("Red Bed" , 5, 5000, 1, 25, 29, 26, 32);
+ create_object("Blue Bed" , 5, 5000, 2, 27, 29, 28, 32);
+
+ create_object("Wardrobe" , 1, 7000, 1, 25, 26, 26, 26);
+ create_object("Cauldron" , 1, 5000, 2, 28, 27, 29, 27);
+ create_object("Empty Shelf" , 1, 2000, 4, 34, 26, 34, 26);
+ create_object("Bookshelf" , 1, 2000, 8, 35, 26, 35, 26);
+ create_object("Bottle Shelf", 1, 2000, 16, 36, 26, 36, 26);
+ create_object("Beer Shelf" , 1, 2000, 32, 37, 26, 37, 26);
+
+ create_object("Piano" , 3, 10000, 1, 31, 26, 33, 26);
+
+ create_object("Right Desk" , 2, 5000, 2, 36, 30, 38, 32);
+
+ create_object("Right Chair" , 4, 2000, 2, 37, 29, 37, 29);
+
+ create_object("Painting 01" , 6, 3000, 1, 27, 23, 27, 23);
+ create_object("Painting 02" , 6, 3000, 2, 29, 24, 29, 24);
+ create_object("Painting 03" , 6, 3000, 4, 32, 23, 32, 23);
+ create_object("Painting 04" , 6, 3000, 8, 35, 23, 35, 23);
+ end;
+
+OnReload:
+ // 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 & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 2:
+ if (ESTATE_MOBILIA_4 & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 3:
+ if (ESTATE_MOBILIA_8 & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 4:
+ if (ESTATE_MOBILIA_32 & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 5:
+ if (ESTATE_MOBILIA_64 & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ case 6:
+ if (ESTATE_MOBILIA_2 & .objid[.@i])
+ array_push(.valid_ids, .@i);
+ break;
+ default:
+ break;
+ }
+ }
+ debugmes "Found %d valid objects", getarraysize(.valid_ids);
+ for (.@j=0; .@j < getarraysize(.valid_ids); .@j++) {
+ .@id=.valid_ids[.@j];
+ setcells "ples@"+getcharid(0), .x1[.@id], .y1[.@id], .x2[.@id], .y2[.@id], .layer[.@id], realestate_cellname(.id, .@id);
+ }
+ deletearray .valid_ids;
+ end;
+
+
+ // Additional crap needed because instance system
+ // Previously declared functions here. Copy paste from functions/, but without $.
+ function re2_sellprice
+ {
+ .@timeleft=ESTATE_RENTTIME-gettimetick(2); // Number of seconds
+ .@daysleft=.@timeleft/86400; // Number of days left of rent
+ .@weeksleft=.@timeleft/604800; // Number of weeks left of rent
+ return (getarg(1)/max(1, 6-.@weeksleft)) - max(0, 45-.@daysleft);
+ }
+ function re2_togglemobilia
+ {
+ switch (getarg(1)) {
+ case 1:
+ ESTATE_MOBILIA_64 = ESTATE_MOBILIA_64 ^ getarg(2); break;
+ case 2:
+ ESTATE_MOBILIA_4 = ESTATE_MOBILIA_4 ^ getarg(2); break;
+ case 3:
+ ESTATE_MOBILIA_8 = ESTATE_MOBILIA_8 ^ getarg(2); break;
+ case 4:
+ ESTATE_MOBILIA_32 = ESTATE_MOBILIA_32 ^ getarg(2); break;
+ case 5:
+ ESTATE_MOBILIA_128 = ESTATE_MOBILIA_128 ^ getarg(2); break;
+ case 6:
+ ESTATE_MOBILIA_2 = ESTATE_MOBILIA_2 ^ getarg(2); break;
+ default:
+ debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", getarg(2), getarg(1)); break;
+ }
+ if (getarg(3, "error") != "error") { addtimer2(150, "NPCs#RES_PPL::OnReload"); }
+ return;
+ }
+ function re2_hasmobilia
+ {
+ switch (getarg(1)) {
+ case 1:
+ return ESTATE_MOBILIA_64 & getarg(2);
+ case 2:
+ return ESTATE_MOBILIA_4 & getarg(2);
+ case 3:
+ return ESTATE_MOBILIA_8 & getarg(2);
+ case 4:
+ return ESTATE_MOBILIA_32 & getarg(2);
+ case 5:
+ return ESTATE_MOBILIA_128 & getarg(2);
+ case 6:
+ return ESTATE_MOBILIA_2 & getarg(2);
+ default:
+ debugmes("[ERROR] [CRITICAL] [REAL ESTATE]: Object %d have Invalid Collision Type: %d (must range 1~6)", getarg(2), getarg(1)); return false;
+ }
+ return false;
+ }
+
+}
+
+
diff --git a/npc/024-14/utils.txt b/npc/024-14/utils.txt
new file mode 100644
index 000000000..e9c8853bb
--- /dev/null
+++ b/npc/024-14/utils.txt
@@ -0,0 +1,147 @@
+// TMW2: Moubootaur Legends scripts.
+// Author:
+// Jesusalva
+// Description:
+// Real Estate System
+// Utils take care of NPCs - Their code, and enable/disable using check_cell
+// This file is custom to every room
+
+// ESTATE_ID → Instance ID of the Estate (required for NPCs, expire)
+// ESTATE_RENTTIME → When the rent will expire
+// ESTATE_MOBILIA_2 → Bitmask of mobilia currently purchased on Monster Collision (6) (Use on walls only)
+// ESTATE_MOBILIA_4 → Bitmask of mobilia currently purchased on Air Collision (2)
+// ESTATE_MOBILIA_8 → Bitmask of mobilia currently purchased on Water Collision (3)
+// ESTATE_MOBILIA_32 → Bitmask of mobilia currently purchased on Yellow Collision (4)
+// ESTATE_MOBILIA_64 → Bitmask of mobilia currently purchased on Player Collision (5)
+// ESTATE_MOBILIA_128 → Bitmask of mobilia currently purchased on Normal Collision (1)
+
+// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
+
+// The sign is the main controller for rent system
+// Doorbell is the main controller for indoor
+// This is the NPC script controller
+024-14,0,0,0 script NPCs#RES_PPL NPC_HIDDEN,{
+ // load_npc ( name , map, x , y{, cell} )
+ function load_npc {
+ if (checknpccell(getarg(1), getarg(2), getarg(3), getarg(4, cell_chknopass))) {
+ enablenpc instance_npcname(getarg(0), ESTATE_ID);
+ } else {
+ disablenpc instance_npcname(getarg(0), ESTATE_ID);
+ }
+ return;
+ }
+ end;
+
+OnInit:
+ // Estate Settings
+ .mapa$="024-14"; // Map name
+
+ // NPC Settings
+ .sex = G_OTHER;
+ .distance = 3;
+ end;
+
+// Load or unload accordingly
+OnReload:
+ //debugmes "[REAL ESTATE] NPC ONRELOAD";
+ // load_npc ( name , map, x , y{, cell} )
+ load_npc("Wardrobe#RES_PPL", .mapa$, 25, 26);
+ load_npc("Cauldron#RES_PPL", .mapa$, 28, 27);
+ load_npc("Piano#RES_PPL" , .mapa$, 32, 26);
+ end;
+
+}
+
+024-14,25,26,0 script Wardrobe#RES_PPL NPC_NO_SPRITE,{
+ openstorage;
+ end;
+
+OnInit:
+ .distance=3;
+ end;
+}
+
+
+024-14,28,27,0 script Cauldron#RES_PPL NPC_NO_SPRITE,{
+ mesc l("What will you brew today?");
+ if (AlchemySystem(CRAFT_PLAYER))
+ mesc l("Success!"), 3;
+ else
+ mesc l("That didn't work!"), 1;
+ close;
+
+OnInit:
+ .distance=3;
+ end;
+}
+
+
+024-14,32,26,0 script Piano#RES_PPL NPC_NO_SPRITE,{
+ mesc l("Do you want to play a song?");
+ mesc l("This is not saved.");
+ select
+ l("Nothing"),
+ l("Default"),
+ l("Indoors 1 (Peace)"),
+ l("Indoors 2 (Dimonds)"),
+ l("TMW Adventure"),
+ l("Sailing Away!"),
+ l("Magick Real"),
+ l("The Forest"),
+ l("Dragons and Toast"),
+ l("Unforgiving Lands"),
+ l("Arabesque (Action)"),
+ l("No Chains (Tulimshar)"),
+ l("School of Quirks (Candor)"),
+ l("Cake Town (Hurnscald)"),
+ l("Steam (LoF Village)"),
+ l("Woodland Fantasy"),
+ l("Birds in the Sunrise");
+
+ mes "";
+ .@m$="";
+ switch (@menu) {
+ case 1:
+ close;
+ case 2:
+ .@m$="8bit_the_hero.ogg"; break;
+ case 3:
+ .@m$="peace.ogg"; break;
+ case 4:
+ .@m$="peace2.ogg"; break;
+ case 5:
+ .@m$="tmw_adventure.ogg"; break;
+ case 6:
+ .@m$="sail_away.ogg"; break;
+ case 7:
+ .@m$="magick_real.ogg"; break;
+ case 8:
+ .@m$="dariunas_forest.ogg"; break;
+ case 9:
+ .@m$="dragon_and_toast.ogg"; break;
+ case 10:
+ .@m$="Unforgiving_Lands.ogg"; break;
+ case 11:
+ .@m$="Arabesque.ogg"; break;
+ case 12:
+ .@m$="mvrasseli_nochains.ogg"; break;
+ case 13:
+ .@m$="school_of_quirks.ogg"; break;
+ case 14:
+ .@m$="caketown.ogg"; break;
+ case 15:
+ .@m$="steam.ogg"; break;
+ case 16:
+ .@m$="woodland_fantasy.ogg"; break;
+ case 17:
+ .@m$="tws_birds_in_the_sunrise.ogg"; break;
+
+ }
+ changemusic "ples@"+getcharid(0), .@m$;
+ close;
+
+OnInit:
+ .distance=3;
+ end;
+}
+