-- Richman Villa: -1630.434, 470.852, 128.0 exports("GetMansionBasement2", function() return MansionBasement2 end) MansionBasement2 = { interiorId = 303105, Vault = { open = "set_vault_door_open", closed = "set_vault_door_closed", Set = function(state, refresh) MansionBasement2.Vault.Clear(refresh) SetIplPropState(MansionBasement2.interiorId, state, true, refresh) end, Clear = function(refresh) SetIplPropState(MansionBasement2.interiorId, { MansionBasement2.Vault.open, MansionBasement2.Vault.closed }, false, refresh) end }, Assistant = { og = "set_base_ai_tablets_01", haviland = "set_base_ai_tablets_02", angel = "set_base_ai_tablets_03", Set = function(assistant, refresh) MansionBasement2.Assistant.Clear(refresh) SetIplPropState(MansionBasement2.interiorId, assistant, true, refresh) end, Clear = function(refresh) SetIplPropState(MansionBasement2.interiorId, { MansionBasement2.Assistant.angel, MansionBasement2.Assistant.haviland, MansionBasement2.Assistant.og }, false, refresh) end }, Decorations = { xmas = "set_base_xmas", halloween = "set_base_halloween", lunar = "set_base_new_year", Set = function(decorations, refresh) MansionBasement2.Decorations.Clear(refresh) SetIplPropState(MansionBasement2.interiorId, decorations, true, refresh) end, Clear = function(refresh) SetIplPropState(MansionBasement2.interiorId, { MansionBasement2.Decorations.xmas, MansionBasement2.Decorations.halloween, MansionBasement2.Decorations.lunar }, false, refresh) end }, Details = { elevator = "set_elev_std", money = { -- There's some logic for these sets but I can't be bothered so implement it properly "set_base_vault_00", "set_base_vault_01", "set_base_vault_02", "set_base_vault_03", "set_base_vault_04" }, Enable = function(details, state, refresh) SetIplPropState(MansionBasement2.interiorId, details, state, refresh) end }, LoadDefault = function() MansionBasement2.Vault.Set(MansionBasement2.Vault.open, false) MansionBasement2.Assistant.Set(MansionBasement2.Assistant.angel, false) MansionBasement2.Details.Enable(MansionBasement2.Details.elevator, true, false) MansionBasement2.Details.Enable(MansionBasement2.Details.money, true, false) RefreshInterior(MansionBasement2.interiorId) end }