// 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; }