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Script New house - Printable Version

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+--- Thread: Script New house (/Thread-Script-New-house)



Script New house - victorstelzer - 09-23-2012 12:07 PM

Does anyone have some script with new house ??


RE: Script New house - Shaklaban - 09-23-2012 02:51 PM

what is the new house? is it new multi or you want a new house system?


RE: Script New house - Extreme - 09-23-2012 03:21 PM

[FUNCTION NEWHOUSE]
GO 1,1
FORITEMS 6144
REMOVE
ENDFOR


RE: Script New house - WRWR - 09-23-2012 07:55 PM

(09-23-2012 03:21 PM)Extreme Wrote:  [FUNCTION NEWHOUSE]
GO 1,1
FORITEMS 6144
REMOVE
ENDFOR

What the awesome script1 Woot


RE: Script New house - victorstelzer - 09-24-2012 10:42 AM

New houses, so I have the script of the original houses sphere,


RE: Script New house - Mordaunt - 09-24-2012 11:52 AM

Are you talking about the custom houses?


RE: Script New house - victorstelzer - 09-25-2012 10:14 AM

(09-24-2012 11:52 AM)Mordaunt Wrote:  Are you talking about the custom houses?

Yes


RE: Script New house - Mordaunt - 09-28-2012 05:44 AM

Last I understood, they were a little broken.
There should be deeds and foundations for them in the script pack.
I recall writing them all out, pretty sure it got put in there.

The extent of the system to actually use them goes like this:

Code:
//MrSugarCube
//Custom House design system    
[EVENTS e_house_customize]
ON=@SkillStart
    IF !(<HOUSEDESIGN>)
        RETURN 2
    ENDIF
    SYSMESSAGE @,,1 You cannot do this whilst designing a house.
    RETURN 1

ON=@SkillUseQuick
    IF !(<HOUSEDESIGN>)
        RETURN 2
    ENDIF
    RETURN 1

ON=@HouseDesignCommit
    IF (<ISGM>)
        SYSMESSAGE @,,1 Your new house design has been committed.
        RETURN 2
    ENDIF
    LOCAL.OLDCOST = <EVAL (<ARGN1> * 500)>
    LOCAL.NEWCOST = <EVAL (<ARGN2> * 500)>
    LOCAL.CURCOST = <EVAL (<LOCAL.NEWCOST> - <LOCAL.OLDCOST>)>
    IF (<GOLD> < <LOCAL.CURCOST>)
        SYSMESSAGE @,,1 You cannot afford this house design.
        RETURN 1
    ENDIF
    obj=<src.region.tag0.sign>
    obj.tag0.construction=<eval <local.newcost>-<obj.link.value>>
    SYSMESSAGE @,,1 Your new house design has been committed.
    IF (<LOCAL.CURCOST> == 0)
        SYSMESSAGE @,,1 As the new design costs the same as the previous one, no gold has been taken out of your account.
    ELSEIF (<LOCAL.CURCOST> < 0)
        LOCAL.CURCOST = <EVAL (0 - <LOCAL.CURCOST>)>
        GOLD += <LOCAL.CURCOST>
        SYSMESSAGE @,,1 As the new design is cheaper than the previous one, <dLOCAL.CURCOST> gold has been returned to you.
    ELSE
        GOLD -= <LOCAL.CURCOST>
        SYSMESSAGE @,,1 <dLOCAL.CURCOST> gold has been taken out of your account to pay for the construction.
    ENDIF
    RETURN 2

ON=@HouseDesignExit
    SYSMESSAGE @,,1 You have left house design mode.
    timerf 1,f_fixpc
    RETURN 2

Don't believe anything else was required to make them work, at least that's all I ever put into my house script, and it works there.