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building:houses [2019/05/03 12:20]
building:houses [2022/10/25 23:50]
Carcerian [Setting up Player Housing]
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 ===== Setting up Player Housing ===== ===== 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 ===== ===== Player Housing Tileset Codes =====
  
 ==== Caves/​Dungeons ==== ==== Caves/​Dungeons ====
  
 +  * Beholder Interior [CEP] = tib01;
   * Classic Dungeon = cdlif;   * Classic Dungeon = cdlif;
 +  * Deep Dungeon = isc01;
   * Dungeon [CEP] = tde01;   * Dungeon [CEP] = tde01;
   * Dwarven Chasms = isc04;   * Dwarven Chasms = isc04;
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   * Sen's Mines and Caverns = scv01;   * Sen's Mines and Caverns = scv01;
   * Sen's Underdark = sdg01;   * Sen's Underdark = sdg01;
 +  * Steamworks = tsw01;
   * Underdark [CEP] = ttu01;   * Underdark [CEP] = ttu01;
   * Versatile Dungeon = tvd;   * Versatile Dungeon = tvd;
 +==== Catacombs/​Sewers/​Ruins ====
  
- +  * Barrows Interior ​tbw01;
- +
-==== Catacombs/​Sewers ==== +
   * Catacombs = twl04;   * Catacombs = twl04;
 +  * Crypts [CEP] = tdc01;
 +  * Ruins = tdr01;
   * Sewers = tds01;   * Sewers = tds01;
-  * Steamworks = tsw01; 
   * Undercity Sewer = isc02;   * Undercity Sewer = isc02;
- 
- 
- 
-==== Barrows/​Crypts/​Ruins ==== 
- 
-  *  Barrows Interior = tbw01; 
-  *  Beholder Interior [CEP] = tib01; 
-  *  Crypts [CEP] = tdc01; 
-  *  Deep Dungeon = isc01; 
-  *  Ruins = tdr01; 
  
  
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   * Swamps [CEP] = zkw01;   * Swamps [CEP] = zkw01;
   * Tropical = ttz01;   * Tropical = ttz01;
-  * Urban Wasteland = wlu01; 
   * Wild Woods = ttw01;   * Wild Woods = ttw01;
   * Wildlands = twl01;   * Wildlands = twl01;
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   * Worms Dense Jungle = wdj01;   * Worms Dense Jungle = wdj01;
   * Worms Desert Plains = wdp01;   * Worms Desert Plains = wdp01;
-  * Worms Fantasy Interiors = wdd04; 
   * Worms Forest Summer = wsf10;   * Worms Forest Summer = wsf10;
   * Worms Jungle Mountains = tjj01;   * Worms Jungle Mountains = tjj01;
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 ==== Exterior City/Town ==== ==== Exterior City/Town ====
  
 +  * Arena = tte30;
   * Aztec Exterior = tze01;   * Aztec Exterior = tze01;
   * Castle Exterior, Rural = tno01;   * Castle Exterior, Rural = tno01;
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   * Elven Treetop City = thf02;   * Elven Treetop City = thf02;
   * Gothic Estates = gg;   * Gothic Estates = gg;
 +  * NWN2 Houses = tms02;
   * Medieval City = tcm01;   * Medieval City = tcm01;
   * Medieval Rural = trm01;   * Medieval Rural = trm01;
-  * Modern Suburbs = udp1; 
   * Oriental Rural = ori01;   * Oriental Rural = ori01;
   * Sigil, Exterior [CODI] = tps01;   * Sigil, Exterior [CODI] = tps01;
  
-==== Housing ​Interior ​====+==== Housing ​Interiors ​====
  
   * Castle Interior 1 [CEP] = tic01;   * Castle Interior 1 [CEP] = tic01;
Line 95: Line 115:
   * Illithid Interior = tii01;   * Illithid Interior = tii01;
   * Medieval Keep Interior = tei02;   * Medieval Keep Interior = tei02;
-  * Modern Office Interiors = udp2; 
-  * NWN2 Houses = tms02; 
   * Oriental Interior = ori02;   * Oriental Interior = ori02;
   * Sen's Rural Inn = sic11;   * Sen's Rural Inn = sic11;
   * Sigil, Stern Interior [CODI] = thv01;   * Sigil, Stern Interior [CODI] = thv01;
-  * SJ Wood Interior = tis01; 
   * White Marble Castle = mbc30;   * White Marble Castle = mbc30;
 +  * Worms Fantasy Interiors = wdd04;
   * Workshop = wks01;   * Workshop = wks01;
  
 +==== Modern/​Future Exteriors ====
  
 +  * Modern Suburbs = udp1;
 +  * Urban Wasteland = wlu01;
  
-==== Misc ====+==== Modern/​Future Interiors ​====
  
-  * Arena = tte30; 
   * Future, Secret Base = tcdh0;   * Future, Secret Base = tcdh0;
 +  * Modern Office Interiors = udp2;
   * PHoD Bunker 1 = fifi1;   * PHoD Bunker 1 = fifi1;
   * PHoD Bunker 2 = fifi2;   * PHoD Bunker 2 = fifi2;
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   * PHoD Vault - Strange = phodb;   * PHoD Vault - Strange = phodb;
   * PHoD Vault - Tainted = phodc;   * PHoD Vault - Tainted = phodc;
-  * Ship Interior = nex01; 
   * Starship Interiors = shp02;   * Starship Interiors = shp02;
 +
 +
 +==== Ships & Wagons ====
 +
 +  * Ship Interior = nex01;
 +  * SJ Wood Interior = tis01;
   * Worms Wagon Travel Interior = tms01;   * Worms Wagon Travel Interior = tms01;
  
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 **Expansive city housing string:** **Expansive city housing string:**
  
-//Has all of the housing interiors as well as versitile dungeon, ruins, barrows and catacombs.// ​+//Has all of the fantasy ​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 tvd;​tic01;​tni02;​tin01;​tni01;​tid01;​bvi80;​pie23;​fla01;​twc03;​gi;​tei02;​udp2;​sic11;​thv01;​tis01;​mbc30;​wks01;​twl04;​tbw01;​t
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 tic01;​tni02;​tin01;​tni01;​bvi80;​pie23;​sic11;​gi;​thv01;​ tic01;​tni02;​tin01;​tni01;​bvi80;​pie23;​sic11;​gi;​thv01;​
  
-**All tilesets in one:**+**All Fantasy/​Modern/​Future interior ​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;tms02;​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;​+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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