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// 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: 1
// $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
012-8,0,0,0	script	NPCs#RES_0128	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=1; // Estate ID
    .mapa$="012-8"; // 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_0128", .mapa$, 21, 23);
    load_npc("Cauldron#RES_0128", .mapa$, 28, 24);
    load_npc("Piano#RES_0128"   , .mapa$, 34, 25);
    end;

}

012-8,21,23,0	script	Wardrobe#RES_0128	NPC_NO_SPRITE,{
    openstorage;
    end;

OnInit:
    .distance=3;
    end;
}


012-8,29,24,0	script	Cauldron#RES_0128	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;
}


012-8,34,25,0	script	Piano#RES_0128	NPC_NO_SPRITE,{
    realestate_piano();
    close;

OnInit:
    .distance=3;
    end;
}