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-rw-r--r--npc/009-1/_import.txt1
-rw-r--r--npc/009-1/estate.txt2
-rw-r--r--npc/009-6/_import.txt2
-rw-r--r--npc/009-6/doorbell.txt328
-rw-r--r--npc/009-6/utils.txt152
-rw-r--r--npc/015-2/_warps.txt2
6 files changed, 485 insertions, 2 deletions
diff --git a/npc/009-1/_import.txt b/npc/009-1/_import.txt
index abe8b2d99..36577f2be 100644
--- a/npc/009-1/_import.txt
+++ b/npc/009-1/_import.txt
@@ -3,6 +3,7 @@
"npc/009-1/_mobs.txt",
"npc/009-1/_warps.txt",
"npc/009-1/charles.txt",
+"npc/009-1/estate.txt",
"npc/009-1/fisherman.txt",
"npc/009-1/foxhound.txt",
"npc/009-1/guards.txt",
diff --git a/npc/009-1/estate.txt b/npc/009-1/estate.txt
index e9dd26c34..c8e31fd28 100644
--- a/npc/009-1/estate.txt
+++ b/npc/009-1/estate.txt
@@ -180,7 +180,7 @@ OnInit:
// Estate Settings
.id=1; // Estate ID
- .price=120000; // Monthly rent price
+ .price=40000; // Monthly rent price
.time=60*60*24*30; // How long last default rent time. In future could consider month.
end;
diff --git a/npc/009-6/_import.txt b/npc/009-6/_import.txt
index 630e66dca..ceb575e0a 100644
--- a/npc/009-6/_import.txt
+++ b/npc/009-6/_import.txt
@@ -1,3 +1,5 @@
// Map 009-6: Real Estate
// This file is generated automatically. All manually added changes will be removed when running the Converter.
"npc/009-6/_warps.txt",
+"npc/009-6/doorbell.txt",
+"npc/009-6/utils.txt",
diff --git a/npc/009-6/doorbell.txt b/npc/009-6/doorbell.txt
new file mode 100644
index 000000000..3d050ee30
--- /dev/null
+++ b/npc/009-6/doorbell.txt
@@ -0,0 +1,328 @@
+// 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: 4
+// $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
+// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default)
+
+// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
+
+// The sign is the main controller
+009-6,32,34,0 script Doorbell#RES_0128 NPC_NO_SPRITE,{
+ // Name, Layer, Price, ID, x1, y1, x2, y2,
+ function create_object {
+ array_push(.name$, 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;
+
+// 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_0128");
+ 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_0128");
+ 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=4; // Estate ID
+ .delay=15; // Forced wait between rings
+ .dpost=0; // Last doorbell ring
+ .mapa$="009-6";
+
+ // Arrays
+ // We go element by element on the array building the menu
+ .name$="";
+ .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, 26, 27, 27, 30);
+ create_object("Bed 02" , 5, 5000, 2, 28, 27, 29, 30);
+
+ create_object("Wardrobe" , 1, 7000, 1, 21, 23, 22, 23);
+ 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_0128::OnReload";
+ end;
+
+}
+
+
diff --git a/npc/009-6/utils.txt b/npc/009-6/utils.txt
new file mode 100644
index 000000000..971bcf5b6
--- /dev/null
+++ b/npc/009-6/utils.txt
@@ -0,0 +1,152 @@
+// 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
+
+// ID: 4
+// $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 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
+// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default)
+
+// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
+
+// The sign is the main controller for rent system
+// Doorbell is the main controller for indoor
+// This is the NPC script controller
+009-6,0,0,0 script NPCs#RES_0096 NPC_HIDDEN,{
+ // load_npc ( name , map, x , y{, cell} )
+ function load_npc {
+ if (checknpccell(getarg(1), getarg(2), getarg(3), getarg(4, cell_chknopass))) {
+ enablenpc getarg(0);
+ //debugmes "ENABLING NPC %s", getarg(0);
+ } else {
+ disablenpc getarg(0);
+ //debugmes "Disabling NPC %s", getarg(0);
+ }
+
+ /*
+ debugmes "----- %s (%d,%d) cell report", getarg(1), getarg(2), getarg(3);
+ debugmes "cell_chknopass: %d", checknpccell(getarg(1), getarg(2), getarg(3), cell_chknopass);
+ debugmes "cell_chknoreach: %d", checknpccell(getarg(1), getarg(2), getarg(3), cell_chknoreach);
+ debugmes "cell_chkbasilica: %d", checknpccell(getarg(1), getarg(2), getarg(3), cell_chkbasilica);
+ debugmes "";
+ debugmes "cell_chkwater: %d", checknpccell(getarg(1), getarg(2), getarg(3), cell_chkwater);
+ debugmes "cell_chkwall: %d", checknpccell(getarg(1), getarg(2), getarg(3), cell_chkwall);
+ debugmes "cell_chkcliff: %d", checknpccell(getarg(1), getarg(2), getarg(3), cell_chkcliff);
+ debugmes "----- Npc Id: %s", getarg(0);
+ */
+ return;
+ }
+ end;
+
+OnInit:
+ // Estate Settings
+ .id=4; // Estate ID
+ .mapa$="009-6"; // 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_0096", .mapa$, 21, 23);
+ load_npc("Piano#RES_0096" , .mapa$, 34, 25);
+ end;
+
+}
+
+009-6,21,23,0 script Wardrobe#RES_0096 NPC_NO_SPRITE,{
+ openstorage;
+ end;
+
+OnInit:
+ .distance=3;
+ end;
+}
+
+
+009-6,34,25,0 script Piano#RES_0096 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$="tws_birds_in_the_sunrise.ogg"; break;
+
+ }
+ changemusic "009-6", .@m$;
+ close;
+
+OnInit:
+ .distance=3;
+ end;
+}
+
diff --git a/npc/015-2/_warps.txt b/npc/015-2/_warps.txt
index 4f6efec96..1a63c3407 100644
--- a/npc/015-2/_warps.txt
+++ b/npc/015-2/_warps.txt
@@ -10,7 +10,7 @@
015-2,271,52,0 warp #015-2_271_52 0,0,015-2,98,31
015-2,98,30,0 warp #015-2_98_30 0,0,015-2,271,51
015-2,47,120,0 warp #015-2_47_120 0,0,015-2,145,117
-015-2,49,101,0 warp #015-2_49_101 0,0,014-3,138,87
+015-2,49,101,0 warp #015-2_49_101 0,0,014-3,120,68
015-2,24,206,0 warp #015-2_24_206 0,0,015-2,122,212
015-2,47,185,0 warp #015-2_47_185 0,0,015-2,113,183
015-2,97,169,0 warp #015-2_97_169 0,0,015-2,68,234