User Tools

Site Tools


building:houses

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
building:houses [2019/02/27 18:08]
Mavrixio created
building:houses [2022/10/26 00:24] (current)
Carcerian [Housing String Sets]
Line 1: Line 1:
-====== ​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 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;​
  
-===== Loading / Reloading the area in game ===== 
  
  
building/houses.1551290936.txt.gz · Last modified: 2019/02/27 18:08 by Mavrixio

phpBB Appliance - Powered by TurnKey Linux