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building:houses [2019/05/03 12:20] |
building:houses [2022/10/26 00:24] (current) Carcerian [Housing String Sets] |
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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; | ||
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* 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 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 | 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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**Minimal city housing:** | **Minimal city housing:** | ||
- | //Has city interior, castle interior, elven interior, sens rural, gothic and sigil interior only.// | + | //(Has city interior, castle interior, elven interior, sens rural, gothic and sigil interior only.)// |
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:** |
+ | |||
+ | //(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;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; |