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Script New house
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victorstelzer
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Post: #1
Script New house
Does anyone have some script with new house ??
(This post was last modified: 09-23-2012 12:16 PM by victorstelzer.)
09-23-2012 12:07 PM
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Shaklaban
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DOT

Post: #2
RE: Script New house
what is the new house? is it new multi or you want a new house system?
09-23-2012 02:51 PM
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Extreme
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SphereCommunity

Post: #3
RE: Script New house
[FUNCTION NEWHOUSE]
GO 1,1
FORITEMS 6144
REMOVE
ENDFOR

STEPS BEFORE CREATE A THREAD
- Check the revisions log;
- Use the search button and use the keywords of your problem;
- Check the WIKI;
- Create a thread.
09-23-2012 03:21 PM
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WRWR
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Post: #4
RE: Script New house
(09-23-2012 03:21 PM)Extreme Wrote:  [FUNCTION NEWHOUSE]
GO 1,1
FORITEMS 6144
REMOVE
ENDFOR

What the awesome script1 Woot
09-23-2012 07:55 PM
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victorstelzer
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Post: #5
RE: Script New house
New houses, so I have the script of the original houses sphere,
09-24-2012 10:42 AM
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Mordaunt
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Post: #6
RE: Script New house
Are you talking about the custom houses?

[Image: 2nis46r.jpg]
09-24-2012 11:52 AM
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victorstelzer
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Post: #7
RE: Script New house
(09-24-2012 11:52 AM)Mordaunt Wrote:  Are you talking about the custom houses?

Yes
09-25-2012 10:14 AM
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Mordaunt
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Post: #8
RE: Script New house
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.

[Image: 2nis46r.jpg]
09-28-2012 05:44 AM
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