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// 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: 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 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
// $ESTATE_DOORBELL[.id] → If doorbell is disabled (enabled by default)
// REAL_ESTATE_CREDITS → Credits equivalent to GP the player have. Will be used first.
// The sign is the main controller
012-8,32,34,0 script Doorbell#RES_0128 NPC_NO_SPRITE,{
// Name, Layer, Price, ID, x1, y1, x2, y2,
function create_object {
array_push(.nams$, 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;
}
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 ($ESTATE_DOORBELL[.id])
end;
if (.dpost < gettimetick(2)) {
npctalk (strcharinfo(0)+" is pressing the doorbell."); // We actually don't want l()
}
.dpost=gettimetick(2)+.delay;
end;
// Managment Menu
L_Manage:
mesc l("@@'s Estate", strcharinfo(0));
mesc ".:: "+ l("Managment Menu") + " ::.";
.@gp=REAL_ESTATE_CREDITS+Zeny;
mesc l("Rent time available: @@", FuzzyTime($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$;
mesc l("Password changed with success!"), 3;
} else {
mesc l("The passwords doesn't match."), 1;
}
break;
}
goto L_Manage;
L_Furniture:
mesc l("@@'s Estate", strcharinfo(0));
mesc ".:: "+ l("Furniture Menu") + " ::.";
.@gp=REAL_ESTATE_CREDITS+Zeny;
mesc l("Total Credits and GP: @@", format_number(.@gp));
next;
select
l("Finish"),
l("Manage Beds"),
l("Manage Utilities"),
l("Manage Luxury furniture"),
l("Manage Decoration"),
l("Manage Chairs"),
l("Manage Paintings");
mes "";
switch (@menu) {
case 1:
goto L_Manage;
break;
case 2:
mesc ".:: "+ l("Beds") + " ::.", 3;
@re_col=RES_OBJECTS;
break;
case 3:
mesc ".:: "+ l("Utilities") + " ::.", 3;
@re_col=RES_UTILITIES;
break;
case 4:
mesc ".:: "+ l("Luxury furniture") + " ::.", 3;
@re_col=RES_LUXURY;
break;
case 5:
mesc ".:: "+ l("Decoration") + " ::.", 3;
@re_col=RES_DECORATION;
break;
case 6:
mesc ".:: "+ l("Chairs") + " ::.", 3;
@re_col=RES_SITTABLE;
break;
case 7:
mesc ".:: "+ l("Paintings") + " ::.", 3;
@re_col=RES_WALLDECORATION;
break;
}
// L_ContinuousLoop
// Requires the following variables:
// @re_col
// Target Collision ID
L_ContinuousLoop:
deletearray @valid_ids;
// Create a second array (@valid_ids) with the ID of objects within @re_col group
for (.@i=0; .@i < getarraysize(.layer); .@i++) {
//debugmes "Found object ID %d named %s on layer %s coords (%d,%d) - Looking for layer %d", .@i, .nams$[.@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$="Finish:";
for (.@j=0; .@j < getarraysize(@valid_ids); .@j++) {
.@i=@valid_ids[.@j];
if (realestate_hasmobilia(.id, .layer[.@i], .objid[.@i]))
@menuentries$+=l("Sell ")+.nams$[.@i]+l(" for ") + format_number( realestate_sellprice(.id,.price[.@i]) ) +":";
else
@menuentries$+=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 (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=1; // Estate ID
.delay=15; // Forced wait between rings
.dpost=0; // Last doorbell ring
.mapa$="012-8";
// Arrays
// We go element by element on the array building the menu
.nams$="";
.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("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);
create_object("Stove" , 3, 40000, 2, 23, 24, 24, 24);
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 ($ESTATE_MOBILIA_64[.id] & .objid[.@i])
array_push(.valid_ids, .@i);
break;
case 2:
if ($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 ($ESTATE_MOBILIA_128[.id] & .objid[.@i])
array_push(.valid_ids, .@i);
break;
case 6:
if ($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;
}
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