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building:houses [2019/03/17 21:19] Mavrixio removed |
building:houses [2022/10/25 23:29] Carcerian [Setting up Player Housing] |
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- | ====== Building a House Interior ====== | + | ====== Adding Player Houses ====== |
- | ===== Creating the First Area ===== | + | ===== Setting up Player Housing ===== |
- | ===== Uploading the Area ===== | + | **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 sign 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 housing interiors as well as versitile 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 tilesets in one:** | ||
+ | |||
+ | 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; | ||
- | ===== Loading / Reloading the area in game ===== | ||