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Adding Player Houses

Setting up Player Housing

Player Home Sign Format:

If there's a building that you want to make buyable for players, You have to setup the following things:

1) Place a real door somewhere and give it a UNIQUE tag. This tag must look like:

“DR_ERF_AREANAME_PHOUSE001”

The tag must all be uppercase, it must start by “DR_” followed by the ERF + Name of the area it is in + the address of the building.

2) Place a sign (placeable) near the door. Tag it “P_HOME_SIGN” and name it with the address of the building.

3) Set the size of the house, the number of area that it can contain and its price modifier, by setting the following variable on the sign:

HOME_COST_MOD (float): Add a multiplier to the standard (1 million) cost of a home.

This has a minimum value of 0.5. The default cost modifier is 1.0 (if none).

HOME_WIDTH (int): Sets the maximum width for the areas of the house, the default width is 5.

HOME_HEIGHT (int): Sets the maximum height for the areas of the house, the default height is 5.

HOME_AREA_COUNT (int): Sets the number of areas that the house can contain, by default, a house can only contain 1 area.

HOME_TILESETS (string): The list of the tileset codes that can be use to build the house.

Each tileset must be separated by a “;”. To limit potential variable string clipping issues, this string should also start and end with a “;”.

NO_BUY (int): Set 1 on sign to have property de-listed in realtors.

Player Housing Tileset Codes

Caves/Dungeons

  • Beholder Interior [CEP] = tib01;
  • Classic Dungeon = cdlif;
  • Deep Dungeon = isc01;
  • Dungeon [CEP] = tde01;
  • Dwarven Chasms = isc04;
  • Eye of the Beholder = tei01;
  • Mines and Caverns [CEP] = tdm01;
  • Sea Caves = tdt01;
  • Sen's Icy Caverns = sic01;
  • Sen's Mines and Caverns = scv01;
  • Sen's Underdark = sdg01;
  • Steamworks = tsw01;
  • Underdark [CEP] = ttu01;
  • Versatile Dungeon = tvd;

Catacombs/Sewers/Ruins

  • Barrows Interior = tbw01;
  • Catacombs = twl04;
  • Crypts [CEP] = tdc01;
  • Ruins = tdr01;
  • Sewers = tds01;
  • Undercity Sewer = isc02;

Exterior Wild/Rural

  • Barren Lands = isc03;
  • Desert [CEP] = ttd01;
  • Desert, Babylon [CTP] = tced0;
  • Forest [CEP] = ttf01;
  • Frozen Waste [CEP] = tti01;
  • Medieval Forest = tfm01;
  • Rural Grass [CEP] = ttr01;
  • Rural Winter [CEP] = tts01;
  • Swamps [CEP] = zkw01;
  • Tropical = ttz01;
  • Wild Woods = ttw01;
  • Wildlands = twl01;
  • Wildlands Winter = twl02;
  • Worms Cypress Bayou = wcs10;
  • Worms Dense Jungle = wdj01;
  • Worms Desert Plains = wdp01;
  • Worms Forest Summer = wsf10;
  • Worms Jungle Mountains = tjj01;
  • Worms Mirkwood Swamps = wms01;
  • Worms Outer Limits = wcc01;
  • Worms Scorched Earth = wlf01;
  • Worms Undersea = wut01;

Exterior City/Town

  • Arena = tte30;
  • Aztec Exterior = tze01;
  • Castle Exterior, Rural = tno01;
  • City Exterior [CEP] = tcn01;
  • Complete Rural/City = tcr10;
  • Elven Treetop City = thf02;
  • Gothic Estates = gg;
  • NWN2 Houses = tms02;
  • Medieval City = tcm01;
  • Medieval Rural = trm01;
  • Oriental Rural = ori01;
  • Sigil, Exterior [CODI] = tps01;

Housing Interiors

  • Castle Interior 1 [CEP] = tic01;
  • Castle Interior 2 = tni02;
  • City Interior 1 [CEP] = tin01;
  • City Interior 2 = tni01;
  • Drow Interior [CEP] = tid01;
  • Elven Interiors, Marble = bvi80;
  • Elven Interiors, Wooden = pie23;
  • Fancy Castle = fla01;
  • Fort Interior = twc03;
  • Gothic Interior = gi;
  • Illithid Interior = tii01;
  • Medieval Keep Interior = tei02;
  • Oriental Interior = ori02;
  • Sen's Rural Inn = sic11;
  • Sigil, Stern Interior [CODI] = thv01;
  • White Marble Castle = mbc30;
  • Worms Fantasy Interiors = wdd04;
  • Workshop = wks01;

Modern/Future Exteriors

  • Modern Suburbs = udp1;
  • Urban Wasteland = wlu01;

Modern/Future Interiors

  • Future, Secret Base = tcdh0;
  • Modern Office Interiors = udp2;
  • PHoD Bunker 1 = fifi1;
  • PHoD Bunker 2 = fifi2;
  • PHoD Bunker 3 = fifi3
  • PHoD Metal Vault Interior = mbc31;
  • PHoD Metal Wasteland 1 = tsr02;
  • PHoD Vault - Ancient = phodd;
  • PHoD Vault - Exotic = phoda;
  • PHoD Vault - Lumpy = phode;
  • PHoD Vault - Murky = phodf;
  • PHoD Vault - Strange = phodb;
  • PHoD Vault - Tainted = phodc;
  • Starship Interiors = shp02;

Ships & Wagons

  • Ship Interior = nex01;
  • SJ Wood Interior = tis01;
  • Worms Wagon Travel Interior = tms01;

Housing String Sets

Expansive city housing string:

(Has all of the fantasy housing interiors as well as versatile dungeon, ruins, barrows and catacombs.)

tvd;tic01;tni02;tin01;tni01;tid01;bvi80;pie23;fla01;twc03;gi;tei02;udp2;sic11;thv01;tis01;mbc30;wks01;twl04;tbw01;t dr01;

Minimal city housing:

(Has city interior, castle interior, elven interior, sens rural, gothic and sigil interior only.)

tic01;tni02;tin01;tni01;bvi80;pie23;sic11;gi;thv01;

All Fantasy/Modern/Future interior tilesets in one:

(Due to length of string, web client must be used to update player home requests.)

tte30;tze01;isc03;tbw01;tno01;tic01;tni02;twl04;tcn01;tin01;tni01;cdlif;tcr10;tdc01;isc01;ttd01;tced0;tid01;tde01;isc04;bvi80;pie23;thf02;tei01;fla01;ttf01;twc03;tti01;tcdh0;gg;gi;tii01;tcm01;tfm01;tei02;trm01;tdm01;udp2;udp1;ori02;ori01;fifi1;fifi2;fifi3;mbc31;tsr02;phodd;phoda;phode;phodf;phodb;phodc;tdr01;ttr01;tts01;tdt01;sic01;scv01;sic11;sdg01;tds01;nex01;tps01;thv01;tis01;shp02;tsw01;zkw01;ttz01;isc02;ttu01;wlu01;tvd;mbc30;ttw01;twl01;twl02;wks01;wcs10;wdj01;wdp01;wdd04;wsf10;tjj01;wms01;wcc01;wlf01;wut01;tms01;

building/houses.txt · Last modified: 2022/10/26 00:24 by Carcerian

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