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author | Jesusaves <cpntb1@ymail.com> | 2019-03-05 16:15:56 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-03-05 16:15:56 -0300 |
commit | 81777b738fecbc3ca05c11b27f07dae146f6e09c (patch) | |
tree | 1c2da29aac4c72e8bfd69ecdd5189d92ecfaf043 /npc/012-8/doorbell.txt | |
parent | e27f833cd0a4c4397262781680acc0f09fd7ee1f (diff) | |
download | serverdata-81777b738fecbc3ca05c11b27f07dae146f6e09c.tar.gz serverdata-81777b738fecbc3ca05c11b27f07dae146f6e09c.tar.bz2 serverdata-81777b738fecbc3ca05c11b27f07dae146f6e09c.tar.xz serverdata-81777b738fecbc3ca05c11b27f07dae146f6e09c.zip |
Real Estate patch
Diffstat (limited to 'npc/012-8/doorbell.txt')
-rw-r--r-- | npc/012-8/doorbell.txt | 63 |
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; } |