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		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39092</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39092"/>
		<updated>2011-11-10T20:39:46Z</updated>

		<summary type="html">&lt;p&gt;MadK@: updated spreadsheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_9a&lt;br /&gt;
 avlis_main1_9b&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
 avlis_tileset_v1&lt;br /&gt;
 avlis_tilem1_v1&lt;br /&gt;
 avlis_tilem2_v1&lt;br /&gt;
 avlis_tilet1_v1&lt;br /&gt;
 avlis_tilet2_v1&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_9.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_8.xls?doc_id=77330 '''AvlisHousing_3_8.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
When submitting a revision for an existing house you use a blank housing spreadsheet.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the previous housing cost in the section provided and check YES for the update section.&amp;lt;br&amp;gt;&lt;br /&gt;
Add '''ONLY''' the new additions/modifications to the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Category:Team:DM&amp;diff=37315</id>
		<title>Category:Team:DM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Category:Team:DM&amp;diff=37315"/>
		<updated>2011-03-12T07:03:10Z</updated>

		<summary type="html">&lt;p&gt;MadK@: updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Dungeon Master (DM)''' is a player who uses the [[NWN:DM_client|DM client]] and controls [[Wikipedia:Non-player character|NPC]]s and other aspects of the game for [[Wikipedia:Player character|player character]]s.&lt;br /&gt;
&lt;br /&gt;
For the Players, a DM is a DM - whatever word is placed before the word DM. &lt;br /&gt;
All of them are part of the Team, so please feel free to ask any of us if you need help.  &lt;br /&gt;
&lt;br /&gt;
The DM hierarchy goes from high to low: Head DM - Elder DM - Veteran DM - Senior DM - Major DM - Minor DM - Apprentice DM.&lt;br /&gt;
&lt;br /&gt;
DM's are not restricted to any one server, they can DM wherever they want. The category &amp;quot;Server&amp;quot; is just to show you what server the DM knows best, which could be useful in communicating with the Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| BORDER=&amp;quot;1&amp;quot; CELLPADDING=&amp;quot;4&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|'''Avatar'''&lt;br /&gt;
|'''Title'''&lt;br /&gt;
|'''Server'''&lt;br /&gt;
|'''Timezone'''&lt;br /&gt;
|class=&amp;quot;unsortable&amp;quot;|'''Email'''&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Spool32|Spool32]]&lt;br /&gt;
|[[Gorethar]]&lt;br /&gt;
|Head DM&lt;br /&gt;
|[[Wilderness]]&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|spool32@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Alexandru_Stanicu|Alexandru Stanicu]]&lt;br /&gt;
|The Hammer&lt;br /&gt;
|Elder DM&lt;br /&gt;
| &lt;br /&gt;
|GMT -06:00&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[User:Nighthawk4|Nighthawk4]]&lt;br /&gt;
|[[Dru'El]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Elysia]]&lt;br /&gt;
|GMT +01:00&lt;br /&gt;
|nighthawk4@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Plethora|Plethora]]&lt;br /&gt;
|[[Verossa]]&lt;br /&gt;
|Elder DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +10:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Sunscream|Sunscream]]&lt;br /&gt;
|[[The'ton]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Mikona]]&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:tq121|tq121]]&lt;br /&gt;
|[[Dre'Ana]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Elysia]]&lt;br /&gt;
|GMT +01:00&lt;br /&gt;
|tq121@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Ninja|Ninja]]&lt;br /&gt;
|[[Blibdoolpoolp]]&lt;br /&gt;
|Veteran DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Szabot|szabot]]&lt;br /&gt;
|[[Wilsash]]&lt;br /&gt;
|Veteran DM&lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|szabot@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Nob|Nob]]&lt;br /&gt;
|[[Dead Dreamer]]&lt;br /&gt;
|Senior DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:MadK@|MadK@]]&lt;br /&gt;
|[[Xenon]]&lt;br /&gt;
|Senior DM&lt;br /&gt;
|&lt;br /&gt;
|GMT +08:00&lt;br /&gt;
|madk@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:NecroZombie|NecroZombie]]&lt;br /&gt;
|[[Bobil]]&lt;br /&gt;
|Senior DM&lt;br /&gt;
|[[Mikona]]&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|necrozombie@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Maxinion|Maxinion]]&lt;br /&gt;
|[[Andrinor]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Zonr_0|Zonr_0]]&lt;br /&gt;
|[[Mikon]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Sarrena|Sarrena]]&lt;br /&gt;
|[[Berryn]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Jonezie|Jonezie]]&lt;br /&gt;
|[[Ingoren]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +10:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Nwmblondy|NWMBlondy]]&lt;br /&gt;
|[[Ra-Ghul]]&lt;br /&gt;
|Major DM&lt;br /&gt;
|&lt;br /&gt;
|GMT +01:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Kombinat|Kombinat]]&lt;br /&gt;
|[[Senath]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +10:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Olaf|Olaf]]&lt;br /&gt;
|[[Titania]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:DarknessFallsLight|DarknessFallsLight]]&lt;br /&gt;
|[[The Harpinger]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Li'll_Divvil|Li'll Divvil]]&lt;br /&gt;
|[[Tobin]]&lt;br /&gt;
|Major DM&lt;br /&gt;
|[[Underdark]]&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|Divvil@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Grunt|Grunt]]&lt;br /&gt;
|[[Valok]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Ninjar|Ninjar]] &lt;br /&gt;
|[[Aarilax]]&lt;br /&gt;
|Major DM&lt;br /&gt;
|&lt;br /&gt;
|CST -5/6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Papainhell|Papainhell]]&lt;br /&gt;
|[[Kimonictinus]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -08:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Pekarion|Pekarion]]&lt;br /&gt;
|[[Paragus]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +02:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Speedracer|Speedracer]]&lt;br /&gt;
|[[Maleki]]&lt;br /&gt;
|Apprentice DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User: TripleAught| TripleAught]]&lt;br /&gt;
|[[Toran]]&lt;br /&gt;
|Apprentice DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Joeyo|Joeyo]]&lt;br /&gt;
|[[Qinoxitl]]&lt;br /&gt;
|Apprentice DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team| DM]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36433</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36433"/>
		<updated>2010-12-04T16:05:34Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Table: Servers &amp;amp; HAKs */ making it pretty, kinda&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_(file_format) RAR] or [http://en.wikipedia.org/wiki/ZIP_(file_format) ZIP] or [http://en.wikipedia.org/wiki/7-Zip 7-Zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Avlis Unified Content Installer ==&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis Required Files ===&lt;br /&gt;
&lt;br /&gt;
'''CoPaP'''&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapanatomy.rar?doc_id=73280 copapanatomy.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem.hak] - Updated 10/26/2009&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand.hak] - Updated 10/29/09&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture.hak]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_8.rar?doc_id=73288 copaptlk_4_8.tlk] '' *This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_9.7z?doc_id=99616 copaptlk_4_9.tlk] This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1.hak]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Avlis Extension Haks&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&lt;br /&gt;
** http://www.javaforge.com/displayDocument/avlis_ext_hakset.zip?doc_id=58181&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table: Servers &amp;amp; HAKs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; cellpadding=&amp;quot;10px&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background: lightgray; border: 1px solid darkgray; font-weight: bold; text-align:center;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;font-size: 20px;&amp;quot;&amp;gt;Servers and HAKs&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_4] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_3] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_2] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapanatom√.rar?doc_id=73280 copapanatomy] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Alternative Download Locations For All Files:'''&lt;br /&gt;
: [[Nighthawk4 File Mirror]]&lt;br /&gt;
: [http://www.javaforge.com/proj/doc.do?doc_id=27532: Javaforge]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Files ==&lt;br /&gt;
&lt;br /&gt;
None of this is required, but is '''nice'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* First collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* Second collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom CEP Heads ===&lt;br /&gt;
&lt;br /&gt;
For those who wish to create a character with a head model avaliable in CEP.&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
&lt;br /&gt;
A player-made override, spanning all the head models currently used on Avlis (subject to improvement):&lt;br /&gt;
* http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=115154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Player Housing Files ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Player Housing|Avlis Player Housing]]&lt;br /&gt;
* [[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== .bat File Direct Connect Option ===&lt;br /&gt;
&lt;br /&gt;
Another option is making .bat files.&lt;br /&gt;
To make the .bat file:&lt;br /&gt;
&lt;br /&gt;
Open notepad, or another text editor&lt;br /&gt;
&lt;br /&gt;
add the line: &amp;lt;br&amp;gt;&lt;br /&gt;
nwmain.exe +connect world.avlis.org:5121&lt;br /&gt;
&lt;br /&gt;
Note that I didn't include +password xxxxxxxx in this, as we're not using passwords to connect right now.&lt;br /&gt;
Save it as Mikona.bat in your nwn directory.&lt;br /&gt;
&lt;br /&gt;
Repeat the process changing 5121 to a different port and saving the files as follows (depending on the port):&lt;br /&gt;
&lt;br /&gt;
 T'Nanshi: world.avlis.org:5122&lt;br /&gt;
 Elysia: world.avlis.org:5123&lt;br /&gt;
 Le'Or: world.avlis.org:5124&lt;br /&gt;
 Deglos: world.avlis.org:5125&lt;br /&gt;
 Ferrell: world.avlis.org:5126&lt;br /&gt;
 Visimontium: world.avlis.org:5129&lt;br /&gt;
 The Underdark: world.avlis.org:5130&lt;br /&gt;
 M'Chek: world.avlis.org:5131&lt;br /&gt;
&lt;br /&gt;
[[http://www.avlis.org/viewtopic.php?f=139&amp;amp;t=115181&amp;amp;p=1199842 Original Link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:MadK@/Sandbox&amp;diff=36432</id>
		<title>User:MadK@/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:MadK@/Sandbox&amp;diff=36432"/>
		<updated>2010-12-04T15:52:59Z</updated>

		<summary type="html">&lt;p&gt;MadK@: table testing for lameness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Table: Servers &amp;amp; HAKs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; cellpadding=&amp;quot;10px&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background: lightgray; border: 1px solid darkgray; font-weight: bold; text-align:center;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;font-size: 20px;&amp;quot;&amp;gt;Servers and HAKs&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_4] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_3] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_2] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapanatom√.rar?doc_id=73280 copapanatomy] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;color:green; background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1] || √ || √ || √ || √ || √ || √ || √ || √ || √&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Alternative Download Locations For All Files:'''&lt;br /&gt;
: [[Nighthawk4 File Mirror]]&lt;br /&gt;
: [http://www.javaforge.com/proj/doc.do?doc_id=27532: Javaforge]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36431</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36431"/>
		<updated>2010-12-04T15:23:46Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Table: Servers &amp;amp; HAKs */ Required Haks in order table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_(file_format) RAR] or [http://en.wikipedia.org/wiki/ZIP_(file_format) ZIP] or [http://en.wikipedia.org/wiki/7-Zip 7-Zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Avlis Unified Content Installer ==&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis Required Files ===&lt;br /&gt;
&lt;br /&gt;
'''CoPaP'''&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapanatomy.rar?doc_id=73280 copapanatomy.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem.hak] - Updated 10/26/2009&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand.hak] - Updated 10/29/09&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture.hak]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_8.rar?doc_id=73288 copaptlk_4_8.tlk] '' *This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_9.7z?doc_id=99616 copaptlk_4_9.tlk] This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1.hak]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Avlis Extension Haks&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&lt;br /&gt;
** http://www.javaforge.com/displayDocument/avlis_ext_hakset.zip?doc_id=58181&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table: Servers &amp;amp; HAKs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; cellpadding=&amp;quot;10px&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background: lightgray; border: 1px solid darkgray; font-weight: bold; text-align:center;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;font-size: 20px;&amp;quot;&amp;gt;Servers and HAKs&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_4] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_3] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_2] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar avlis_ext_1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapanatomy.rar?doc_id=73280 copapanatomy] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Alternative Download Locations For All Files:'''&lt;br /&gt;
: [[Nighthawk4 File Mirror]]&lt;br /&gt;
: [http://www.javaforge.com/proj/doc.do?doc_id=27532: Javaforge]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Files ==&lt;br /&gt;
&lt;br /&gt;
None of this is required, but is '''nice'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* First collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* Second collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom CEP Heads ===&lt;br /&gt;
&lt;br /&gt;
For those who wish to create a character with a head model avaliable in CEP.&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
&lt;br /&gt;
A player-made override, spanning all the head models currently used on Avlis (subject to improvement):&lt;br /&gt;
* http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=115154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Player Housing Files ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Player Housing|Avlis Player Housing]]&lt;br /&gt;
* [[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== .bat File Direct Connect Option ===&lt;br /&gt;
&lt;br /&gt;
Another option is making .bat files.&lt;br /&gt;
To make the .bat file:&lt;br /&gt;
&lt;br /&gt;
Open notepad, or another text editor&lt;br /&gt;
&lt;br /&gt;
add the line: &amp;lt;br&amp;gt;&lt;br /&gt;
nwmain.exe +connect world.avlis.org:5121&lt;br /&gt;
&lt;br /&gt;
Note that I didn't include +password xxxxxxxx in this, as we're not using passwords to connect right now.&lt;br /&gt;
Save it as Mikona.bat in your nwn directory.&lt;br /&gt;
&lt;br /&gt;
Repeat the process changing 5121 to a different port and saving the files as follows (depending on the port):&lt;br /&gt;
&lt;br /&gt;
 T'Nanshi: world.avlis.org:5122&lt;br /&gt;
 Elysia: world.avlis.org:5123&lt;br /&gt;
 Le'Or: world.avlis.org:5124&lt;br /&gt;
 Deglos: world.avlis.org:5125&lt;br /&gt;
 Ferrell: world.avlis.org:5126&lt;br /&gt;
 Visimontium: world.avlis.org:5129&lt;br /&gt;
 The Underdark: world.avlis.org:5130&lt;br /&gt;
 M'Chek: world.avlis.org:5131&lt;br /&gt;
&lt;br /&gt;
[[http://www.avlis.org/viewtopic.php?f=139&amp;amp;t=115181&amp;amp;p=1199842 Original Link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36430</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36430"/>
		<updated>2010-12-04T14:59:49Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* CoPaP &amp;amp; Avlis Required Files */  Makin it official&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_(file_format) RAR] or [http://en.wikipedia.org/wiki/ZIP_(file_format) ZIP] or [http://en.wikipedia.org/wiki/7-Zip 7-Zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Avlis Unified Content Installer ==&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis Required Files ===&lt;br /&gt;
&lt;br /&gt;
'''CoPaP'''&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapanatomy.rar?doc_id=73280 copapanatomy.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem.hak] - Updated 10/26/2009&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand.hak] - Updated 10/29/09&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture.hak]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_8.rar?doc_id=73288 copaptlk_4_8.tlk] '' *This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_9.7z?doc_id=99616 copaptlk_4_9.tlk] This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1.hak]&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1.hak]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Avlis Extension Haks&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&lt;br /&gt;
** http://www.javaforge.com/displayDocument/avlis_ext_hakset.zip?doc_id=58181&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table: Servers &amp;amp; HAKs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; cellpadding=&amp;quot;10px&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background: lightgray; border: 1px solid darkgray; font-weight: bold; text-align:center;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;font-size: 20px;&amp;quot;&amp;gt;Servers and HAKs&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 Avlis Tileset v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 Avlis TileM1 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 Avlis TileM2 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 Avlis TileT1 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 Avlis TileT2 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 Avlis Main9a] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 Avlis Main9b] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/Abyss.rar?doc_id=58207 Abyss] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057 Alleys] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/CI_blank_tin01.rar?doc_id=58188 City Interior] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/CFR_CG04_1.30.rar?doc_id=58189 City Forest Rural] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/cfr_cg04_130_b.rar?doc_id=73524 City Forest Rural Patch] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 CTP Generic Doors] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/GestaltCaves.rar?doc_id=58186 Gestalt Caves] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494 JXP Forest] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497 JXP Mountains] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar Lava Caves] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/MountainCity.rar?doc_id=58190 Mountain City] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/RockCity.rar?doc_id=58200 Rock City] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/RockCitySoU.rar?doc_id=58202 Rock City Update] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/Rocky_Mountains.rar?doc_id=58193 Rocky Mountains] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/TM-Tilesets-v91B.rar?doc_id=58192 Tilesets] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136 Tree City] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/VelsMines.rar?doc_id=58203 Vel's Mines] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/fms/Download.php?id=66731 Worm's Cypress v.2] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/wrm_Mirkwood.rar?doc_id=58185 Worm's Mirkwood and Patch1] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/wrm_undersea.rar?doc_id=58183 Worm's Undersea] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Alternative Download Locations For All Files:'''&lt;br /&gt;
: [[Nighthawk4 File Mirror]]&lt;br /&gt;
: [http://www.javaforge.com/proj/doc.do?doc_id=27532: Javaforge]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Files ==&lt;br /&gt;
&lt;br /&gt;
None of this is required, but is '''nice'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* First collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* Second collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom CEP Heads ===&lt;br /&gt;
&lt;br /&gt;
For those who wish to create a character with a head model avaliable in CEP.&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
&lt;br /&gt;
A player-made override, spanning all the head models currently used on Avlis (subject to improvement):&lt;br /&gt;
* http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=115154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Player Housing Files ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Player Housing|Avlis Player Housing]]&lt;br /&gt;
* [[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== .bat File Direct Connect Option ===&lt;br /&gt;
&lt;br /&gt;
Another option is making .bat files.&lt;br /&gt;
To make the .bat file:&lt;br /&gt;
&lt;br /&gt;
Open notepad, or another text editor&lt;br /&gt;
&lt;br /&gt;
add the line: &amp;lt;br&amp;gt;&lt;br /&gt;
nwmain.exe +connect world.avlis.org:5121&lt;br /&gt;
&lt;br /&gt;
Note that I didn't include +password xxxxxxxx in this, as we're not using passwords to connect right now.&lt;br /&gt;
Save it as Mikona.bat in your nwn directory.&lt;br /&gt;
&lt;br /&gt;
Repeat the process changing 5121 to a different port and saving the files as follows (depending on the port):&lt;br /&gt;
&lt;br /&gt;
 T'Nanshi: world.avlis.org:5122&lt;br /&gt;
 Elysia: world.avlis.org:5123&lt;br /&gt;
 Le'Or: world.avlis.org:5124&lt;br /&gt;
 Deglos: world.avlis.org:5125&lt;br /&gt;
 Ferrell: world.avlis.org:5126&lt;br /&gt;
 Visimontium: world.avlis.org:5129&lt;br /&gt;
 The Underdark: world.avlis.org:5130&lt;br /&gt;
 M'Chek: world.avlis.org:5131&lt;br /&gt;
&lt;br /&gt;
[[http://www.avlis.org/viewtopic.php?f=139&amp;amp;t=115181&amp;amp;p=1199842 Original Link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Wiki:Community_Portal&amp;diff=36425</id>
		<title>Avlis Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Wiki:Community_Portal&amp;diff=36425"/>
		<updated>2010-11-30T03:51:23Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Removed spam link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: #8888aa solid 1px; float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| http://nwn.bioware.com/players/images/profile_persistent_worlds_avlis_04_224x169.jpg&lt;br /&gt;
|-&lt;br /&gt;
| http://nwn.bioware.com/players/images/profile_persistent_worlds_avlis_01_224x169.jpg&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;background-color:#EFF1FB; border: 1px solid #B6BCE2;&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ style=&amp;quot;font-size: 2em;&amp;quot; | &amp;lt;u&amp;gt;Avlis Community Portal&amp;lt;/u&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
'''Avlis:'''&lt;br /&gt;
[http://www.avlis.org/index.php Avlis Forum]&lt;br /&gt;
[http://www.big-boards.com/board/1234/ Avlis Site Statistics]&lt;br /&gt;
[http://www.worldforgemagazine.com/ World Forge Magazine]&lt;br /&gt;
[[Avlis Chat]]&lt;br /&gt;
&lt;br /&gt;
'''About the Servers:'''&lt;br /&gt;
[[Pg:Major Meeting Points| Major Meeting Points]]&lt;br /&gt;
[http://www.avlis.org/portal.php?getpage=serverstatus2 Server Status]&lt;br /&gt;
&lt;br /&gt;
'''Giving Back to Avlis:'''&lt;br /&gt;
&lt;br /&gt;
There are many ways to give back to Avlis, some are listed below.&lt;br /&gt;
* [[Pg:Giving Back|Giving Back]]&lt;br /&gt;
* [[Donations]] &lt;br /&gt;
* [[Contributing to the Avlis Wiki]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=36422</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=36422"/>
		<updated>2010-11-27T16:09:11Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Hak order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_9a&lt;br /&gt;
 avlis_main1_9b&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
 avlis_tileset_v1&lt;br /&gt;
 avlis_tilem1_v1&lt;br /&gt;
 avlis_tilem2_v1&lt;br /&gt;
 avlis_tilet1_v1&lt;br /&gt;
 avlis_tilet2_v1&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_9.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_7.xls?doc_id=77330 '''AvlisHousing_3_7.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
When submitting a revision for an existing house you use a blank housing spreadsheet.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the previous housing cost in the section provided and check YES for the update section.&amp;lt;br&amp;gt;&lt;br /&gt;
Add '''ONLY''' the new additions/modifications to the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36421</id>
		<title>Needed files</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Needed_files&amp;diff=36421"/>
		<updated>2010-11-27T08:39:32Z</updated>

		<summary type="html">&lt;p&gt;MadK@: required files update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play on Avlis you will need some hak and tlk files. Most files are compressed in [http://en.wikipedia.org/wiki/RAR_(file_format) RAR] or [http://en.wikipedia.org/wiki/ZIP_(file_format) ZIP] or [http://en.wikipedia.org/wiki/7-Zip 7-Zip] files and you will need to unzip/unrar them before use. Hak files go in the Hak directory and Tlk files into the Tlk directory (which you may need to create) in your Neverwinter Nights folder.&lt;br /&gt;
&lt;br /&gt;
== Avlis Unified Content Installer ==&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
== Required for ALL Servers ==&lt;br /&gt;
=== CoPaP &amp;amp; Avlis Required Files ===&lt;br /&gt;
&lt;br /&gt;
'''CoPaP'''&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copap2da.rar?doc_id=73279 copap2da.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapanatomy.rar?doc_id=73280 copapanatomy.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapbaseitem.rar?doc_id=73281 copapbaseitem.hak] - Updated 10/26/2009&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapcreature.rar?doc_id=73282 copapcreature.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapheadhand.rar?doc_id=73283 copapheadhand.hak] - Updated 10/29/09&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copappheno.rar?doc_id=73284 copappheno.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapplaceable.rar?doc_id=73285 copapplaceable.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copapportrait.rar?doc_id=73286 copapportrait.hak]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptexture.rar?doc_id=73287 copapptexture.hak]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_8.rar?doc_id=73288 copaptlk_4_8.tlk] '' *This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/copaptlk_4_9.7z?doc_id=99616 copaptlk_4_9.tlk] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt; This goes in your tlk folder, not the hak one.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Avlis'''&lt;br /&gt;
&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_8.rar?doc_id=73278 avlis_main1_8.hak] - Updated 10/20/2009&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 avlis_main1_9a.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 avlis_main1_9b.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 avlis_tileset_v1.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 avlis_tilem1_v1.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 avlis_tilem2_v1.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 avlis_tilet1_v1.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 avlis_tilet2_v1.hak] - &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;***Required 4th December 2010***&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Avlis Extension Haks&lt;br /&gt;
** http://www.tairisnadur.com/files/copap/avlis/avlis_ext_hakset.rar&amp;lt;br&amp;gt;&lt;br /&gt;
** http://www.javaforge.com/displayDocument/avlis_ext_hakset.zip?doc_id=58181&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Table: Servers &amp;amp; HAKs ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;plainlinks&amp;quot; cellpadding=&amp;quot;10px&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background: lightgray; border: 1px solid darkgray; font-weight: bold; text-align:center;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;font-size: 20px;&amp;quot;&amp;gt;Servers and HAKs&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tileset_v1.7z?doc_id=99609 Avlis Tileset v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem1_v1.7z?doc_id=99607 Avlis TileM1 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilem2_v1.7z?doc_id=99608 Avlis TileM2 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet1_v1.7z?doc_id=99610 Avlis TileT1 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_tilet2_v1.7z?doc_id=99611 Avlis TileT2 v1] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9a.7z?doc_id=99605 Avlis Main9a] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/avlis_main1_9b.7z?doc_id=99606 Avlis Main9b] || YES || YES || YES || YES || YES || YES || YES || YES || YES&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/Abyss.rar?doc_id=58207 Abyss] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=2057 Alleys] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/CI_blank_tin01.rar?doc_id=58188 City Interior] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/CFR_CG04_1.30.rar?doc_id=58189 City Forest Rural] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/cfr_cg04_130_b.rar?doc_id=73524 City Forest Rural Patch] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=6376 CTP Generic Doors] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/GestaltCaves.rar?doc_id=58186 Gestalt Caves] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1494 JXP Forest] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=hakpaks.Detail&amp;amp;id=1497 JXP Mountains] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.phersey.co.uk/avlis/downloads/LavaCaves.rar Lava Caves] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/MountainCity.rar?doc_id=58190 Mountain City] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/RockCity.rar?doc_id=58200 Rock City] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/RockCitySoU.rar?doc_id=58202 Rock City Update] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/Rocky_Mountains.rar?doc_id=58193 Rocky Mountains] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/TM-Tilesets-v91B.rar?doc_id=58192 Tilesets] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/View.php?view=Hakpaks.Detail&amp;amp;id=3136 Tree City] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/VelsMines.rar?doc_id=58203 Vel's Mines] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://nwvault.ign.com/fms/Download.php?id=66731 Worm's Cypress v.2] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: white; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/wrm_Mirkwood.rar?doc_id=58185 Worm's Mirkwood and Patch1] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: cornsilk; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
| [http://www.javaforge.com/displayDocument/wrm_undersea.rar?doc_id=58183 Worm's Undersea] || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Servers&amp;lt;br&amp;gt;&amp;amp;&amp;lt;br&amp;gt;Haks&lt;br /&gt;
! [[Mikona]] 5121&lt;br /&gt;
! [[Wilderness]] 5122&lt;br /&gt;
! [[Elysia]] 5123&lt;br /&gt;
! [[Le'Or T'Nanshi]] 5124&lt;br /&gt;
! [[Deglos]] 5125&lt;br /&gt;
! [[Ferrell]] 5126&lt;br /&gt;
! [[Visimontium]] 5129&lt;br /&gt;
! [[Underdark]] 5130&lt;br /&gt;
! [[M'Chek]] 5131&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''Alternative Download Locations For All Files:'''&lt;br /&gt;
: [[Nighthawk4 File Mirror]]&lt;br /&gt;
: [http://www.javaforge.com/proj/doc.do?doc_id=27532: Javaforge]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Files ==&lt;br /&gt;
&lt;br /&gt;
None of this is required, but is '''nice'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Avlis Music ===&lt;br /&gt;
* First collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_02.rar AvlisMusic_02.rar]&lt;br /&gt;
* Second collection: [http://cid-149e74764394b3d5.skydrive.live.com/self.aspx/avlis%20music%201/AvlisMusic%7C_Pack2.rar AvlisMusic_Pack2.rar]&lt;br /&gt;
&lt;br /&gt;
=== Custom Portraits ===&lt;br /&gt;
&lt;br /&gt;
* See [[CustomPortrait|Custom Portaits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom CEP Heads ===&lt;br /&gt;
&lt;br /&gt;
For those who wish to create a character with a head model avaliable in CEP.&lt;br /&gt;
* http://nwvault.ign.com/View.php?view=models.Detail&amp;amp;id=338&lt;br /&gt;
&lt;br /&gt;
A player-made override, spanning all the head models currently used on Avlis (subject to improvement):&lt;br /&gt;
* http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=115154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Player Housing Files ===&lt;br /&gt;
&lt;br /&gt;
See also: [[Player Housing|Avlis Player Housing]]&lt;br /&gt;
* [[Nighthawk4 Housing Files]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avlis Side-Kick ===&lt;br /&gt;
&lt;br /&gt;
This handy little utility helps you connect to the different servers.  It stores all the connection information for them and you just select which one you want and &amp;quot;launch&amp;quot; it.  It also bypasses all the [http://en.wikipedia.org/wiki/Splash_screen splash screens] that you see when you launch Neverwinter the ''normal'' way.  You can add the new servers by right-clicking in the servers list and choosing '''Add Server'''.  They can also be edited by right-clicking on the server and choosing '''Properties'''.  It also has a somewhat handy time calculator that compares your computer's timezone setting to GMT.&lt;br /&gt;
&lt;br /&gt;
* Discussion Thread: http://www.avlis.org/viewtopic.php?t=46916&lt;br /&gt;
* Download: http://avlis.betaspace.net/ASKInstall.zip&lt;br /&gt;
&lt;br /&gt;
:* '''Warning:''' The Visimontium port is wrong in the initial install.&lt;br /&gt;
&lt;br /&gt;
:* '''Note:''' This needs the .NET Framework to function.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== .bat File Direct Connect Option ===&lt;br /&gt;
&lt;br /&gt;
Another option is making .bat files.&lt;br /&gt;
To make the .bat file:&lt;br /&gt;
&lt;br /&gt;
Open notepad, or another text editor&lt;br /&gt;
&lt;br /&gt;
add the line: &amp;lt;br&amp;gt;&lt;br /&gt;
nwmain.exe +connect world.avlis.org:5121&lt;br /&gt;
&lt;br /&gt;
Note that I didn't include +password xxxxxxxx in this, as we're not using passwords to connect right now.&lt;br /&gt;
Save it as Mikona.bat in your nwn directory.&lt;br /&gt;
&lt;br /&gt;
Repeat the process changing 5121 to a different port and saving the files as follows (depending on the port):&lt;br /&gt;
&lt;br /&gt;
 T'Nanshi: world.avlis.org:5122&lt;br /&gt;
 Elysia: world.avlis.org:5123&lt;br /&gt;
 Le'Or: world.avlis.org:5124&lt;br /&gt;
 Deglos: world.avlis.org:5125&lt;br /&gt;
 Ferrell: world.avlis.org:5126&lt;br /&gt;
 Visimontium: world.avlis.org:5129&lt;br /&gt;
 The Underdark: world.avlis.org:5130&lt;br /&gt;
 M'Chek: world.avlis.org:5131&lt;br /&gt;
&lt;br /&gt;
[[http://www.avlis.org/viewtopic.php?f=139&amp;amp;t=115181&amp;amp;p=1199842 Original Link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Browse]]&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:MadK@/Sandbox&amp;diff=36390</id>
		<title>User:MadK@/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:MadK@/Sandbox&amp;diff=36390"/>
		<updated>2010-11-22T15:24:16Z</updated>

		<summary type="html">&lt;p&gt;MadK@: trap test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
&lt;br /&gt;
''This page contains OOC information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=='''Introduction'''==&lt;br /&gt;
The Avlis Trap system is not just a crafting system, but also includes Setting, Retrieving, and Triggering traps as well. &lt;br /&gt;
Credit goes to Croton who reviewed every aspect of the trap system to alter and add features to make it better.&lt;br /&gt;
It is very different from the standard trap system (which still functions exactly the same) so the write up below explains how the Avlis system works. &lt;br /&gt;
&lt;br /&gt;
=='''Using Traps'''==&lt;br /&gt;
===Staging=== &lt;br /&gt;
Staging traps is a new feature just for custom traps. Custom traps are “set” by dropping them. Staging is an IC way of activating the On Drop script. A Trap that is not staged is dropped like any normal item. A trap that is staged will be set when dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
A PC needs at least 1 rank in Set traps skill to stage a trap.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting===&lt;br /&gt;
“Stealthy Trap Setting” - if a PC makes a MS and Hide DC of +20 each over the set trap value, they can remain in stealth while setting a trap.&lt;br /&gt;
&lt;br /&gt;
===Flagging and Disarming===&lt;br /&gt;
These are exactly the same as the standard system, except, the code does not recognize your traps as yours, so if you set the trap, you’ll want to use the Recover trap method below to retrieve it. If someone else set it, then these work the same.&lt;br /&gt;
&lt;br /&gt;
===Recovering===&lt;br /&gt;
* PC Tool #5 is how PCs can recover Custom traps.&amp;lt;br&amp;gt;&lt;br /&gt;
* You simply click near on or near a custom trap. It’ll find the closest visible custom trap and attempt to recover it.&amp;lt;br&amp;gt;&lt;br /&gt;
* Critical failures can occur.&amp;lt;br&amp;gt;&lt;br /&gt;
* PCs will auto recover their own traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triggering===&lt;br /&gt;
- PCs and party members cannot trip their own traps.&lt;br /&gt;
&lt;br /&gt;
===Other features===&lt;br /&gt;
* Variable trap size and trap set speed based on how well the PC does above the Set DC.&lt;br /&gt;
* Bonuses Assassins and Rogue Skill Mastery for speed (1 sec bonus).&lt;br /&gt;
* Bonuses Rogue Skill Mastery for size 110%.&lt;br /&gt;
* Haste allows for faster trap setting (33% reduction in time).&lt;br /&gt;
* Minimum time is 3 seconds, maximum is 9 seconds. (Standard system takes 6 seconds)&lt;br /&gt;
* The system will not allow a PC to sequence a lot of trap in one place.&lt;br /&gt;
* Cleans up crazy search and Disarm DCs based on system limits of 127 maximum.&lt;br /&gt;
* Also avoids impossible search and disarm DCs for lower end traps by imposing a maximum DC for any particular trap Set DC...(2 times + 10 the set DC).&lt;br /&gt;
* PC and party will auto see the trap, but all traps are red, so they will have to remember which are theirs.&lt;br /&gt;
* Critical failure if set dc is missed by more than 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Trap Craft'''==&lt;br /&gt;
When using the Trap Crafting Tools, you’ll see an option to “Craft Custom Trap”. Select the trap type, and strength. None of the options are hidden, so you’ll need to test to see which traps you can craft, and which ones you can’t. This part of the system works the same as the previous version, and you’ll need to identify the components you need for each trap.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All custom traps have a system of value of 4gp, and none can be purchased from any vendor at all. These two things combined make this a 100% PC driven value system, supply, demand, etc.. Also, There is a new factor of Trap Quality, in addition to Trap strength. Based on your Crafting roll compared to the DC, you’ll have better or worse qualities, which affect the traps performance. So, this encourages adding ranks even beyond the minimums needed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Bonus &amp;amp; Penalty===&lt;br /&gt;
&lt;br /&gt;
There are 5 levels of Trap Quality which will effect set, detect and disarm.&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:10px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=2 | Trap Craft&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:100px;&amp;quot; | Quality&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Bonus/Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Poorly built&lt;br /&gt;
| -4 penalty&lt;br /&gt;
|-&lt;br /&gt;
| Sub-standard &lt;br /&gt;
| -2 penalty&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Well built&lt;br /&gt;
| +2 bonus&lt;br /&gt;
|-&lt;br /&gt;
| Masterful&lt;br /&gt;
| +4 bonus&lt;br /&gt;
|-&lt;br /&gt;
{|&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus to craft trap for the following:&lt;br /&gt;
*Rogue Skill Mastery feat +3&lt;br /&gt;
*Assassin prc +3&lt;br /&gt;
*Synergy of Set trap and Disarm trap (whichever is lower) of +1 per 5 Ranks (Max 8 ).&lt;br /&gt;
*Tailoring levels +1 per 2 levels (Max 8 )&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=='''Class Specific Trap Effects'''==&lt;br /&gt;
===Assassins===&lt;br /&gt;
&lt;br /&gt;
'''Acid Blob'''&lt;br /&gt;
{| style=&amp;quot;width:50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|| Minor: || Asn Lvl &amp;gt; 5 causes increase of Paralyze DC from 15 to 18 and increase Rds from 2 to 3&lt;br /&gt;
|-&lt;br /&gt;
| Average: || Asn Lvl &amp;gt; 10 causes increase of Paralyze DC from 20 to 23 and increase Rds from 3 to 4&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || Asn Lvl &amp;gt; 15 causes increase of Paralyze DC from 25 to 28 and increase Rds from 4 to 5&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || Asn Lvl &amp;gt; 20 causes increase of Paralyze DC from 30 to 33 and increase Rds from 5 to 6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Acid Splash'''&lt;br /&gt;
{|style=&amp;quot;width:45%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || Added target every 10 Asn Lvl (lvl 10=2 targets, lvl 20=3, lvl30=4)&lt;br /&gt;
|-&lt;br /&gt;
| Average: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || same bonus as minor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Electrical'''&lt;br /&gt;
{|style=&amp;quot;width:40%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || DC increases 1 every 6 assassin levels (max of +5 to DC)&lt;br /&gt;
|-&lt;br /&gt;
| Average: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Epic: || same bonus as minor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fire'''&lt;br /&gt;
{|style=&amp;quot;width:30%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || Normal = 5 feet; &amp;gt;5th level assassin =7 feet&lt;br /&gt;
|-&lt;br /&gt;
| Average: || Normal = 7 feet; &amp;gt;10th level assassin =9 feet&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || Normal = 9 feet; &amp;gt;15th level assassin =11 feet&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || Normal = 11 feet; &amp;gt;20th level assassin =13 feet&lt;br /&gt;
|-&lt;br /&gt;
| Epic: || Normal = 12 feet; &amp;gt;25th level assassin =14 feet&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Frost'''&lt;br /&gt;
{|style=&amp;quot;width:30%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || +1 HD of damage every 6 Asn levels max of 5d4&lt;br /&gt;
|-&lt;br /&gt;
| Average: || +1 HD of damage every 5 Asn levels max of 6d4&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || +1 HD of damage every 4 Asn levels max of 7d4&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || +1 HD of damage every 3 Asn levels max of 10d4&lt;br /&gt;
|-&lt;br /&gt;
| Epic: || +1 HD of damage every 2 Asn levels max of 15d4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spike'''&lt;br /&gt;
{|style=&amp;quot;width:40%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || +1 damage per asn level (no save on this bonus damage)&lt;br /&gt;
|-&lt;br /&gt;
| Average: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || same bonus as minor&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || same bonus as minor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Assassins and Bards===&lt;br /&gt;
'''Sonic'''&lt;br /&gt;
{|style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 5-15 based on Asn and Brd lvl&lt;br /&gt;
|-&lt;br /&gt;
| Average: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 10-20 based on Asn and Brd lvl&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-25 based on Asn and Brd lvl&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-30 based on Asn and Brd lvl&lt;br /&gt;
|-&lt;br /&gt;
| Epic: || Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-35 based on Asn and Brd lvl&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Rangers===&lt;br /&gt;
&lt;br /&gt;
'''Tangle'''&lt;br /&gt;
{|style=&amp;quot;width:30%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || Entangle Effect 1-6 rds (based on Ranger lvl)&lt;br /&gt;
|-&lt;br /&gt;
| Average: || Entangle Effect 2-8 rds (based on Ranger lvl)&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || Entangle Effect 3-11 rds (based on Ranger lvl)&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || Entangle Effect 4-14 rds (based on Ranger lvl)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Holy Warriors===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Holy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric level=holy level; Holy warrior level=1/2 holy level; Good &amp;amp; Neutral PCs &amp;amp; Holy warriors only&amp;lt;br&amp;gt;&lt;br /&gt;
(duration based on holy level and Turn HD based on holy level).&amp;lt;br&amp;gt;&lt;br /&gt;
{|style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || +1 HD damage to first target if undead for every 5 holy levels and Turning effect of all undead within 5 feet.&lt;br /&gt;
|-&lt;br /&gt;
| Average: || +1 HD damage to first target if undead for every 4 holy levels and Turning effect of all undead within 10 feet.&lt;br /&gt;
|-&lt;br /&gt;
| Strong: || +1 HD damage to first target if undead for every 3 holy levels and Turning effect of all undead within 15 feet.&lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || +1 HD damage to first target if undead for every 2 holy levels and Turning effect of all undead within 20 feet.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Negative Energy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric level=holy level; Holy warrior level=1/2 holy level; Evil &amp;amp; Neutral PCs &amp;amp; Holy Warriors only&amp;lt;br&amp;gt;&lt;br /&gt;
(duration based on holy level and Turn HD based on holy level)&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:30%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Minor: || -1 Str Draining effect of all non-undead within 5 feet&lt;br /&gt;
|-&lt;br /&gt;
| Average: || -2 Str Draining effect of all non-undead within 10 feet &lt;br /&gt;
|-&lt;br /&gt;
| Strong: || -3 Str Draining effect of all non-undead within 15 feet &lt;br /&gt;
|-&lt;br /&gt;
| Deadly: || -4 Str Draining effect of all non-undead within 15 feet&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=='''Custom Traps'''==&lt;br /&gt;
===Thunder and lightning Trap===&lt;br /&gt;
Identical to the combination of the lower level Electrical and sonic traps.&amp;lt;br&amp;gt;&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:10px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=2 | Damage&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:75px;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:200px;&amp;quot; | Combination&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|Minor Electrical + Minor Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|Average Electrical + Average Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|Strong Electrical + Strong Sonic&lt;br /&gt;
|-&lt;br /&gt;
|Epic&lt;br /&gt;
|Deadly Electrical + Deadly Sonic.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Thorny Tangle Trap===&lt;br /&gt;
By using spikes on a standard Tangle trap, you can now add bite as you slow the enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effects:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Same as Tangle Trap of 1 lower strength plus:&amp;lt;br&amp;gt;&lt;br /&gt;
AOE pierce damage for 3 rounds, each round is 1/2 damage of preceeding:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:10px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=2 | Damage&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Quality&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Amount&lt;br /&gt;
|-&lt;br /&gt;
| Average&lt;br /&gt;
| 3d4&lt;br /&gt;
|-&lt;br /&gt;
| Strong&lt;br /&gt;
| 6d4&lt;br /&gt;
|-&lt;br /&gt;
| Deadly&lt;br /&gt;
| 9d4&lt;br /&gt;
|-&lt;br /&gt;
| Epic&lt;br /&gt;
| 12d4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Assassins get damage * (Asnlvl/30) bonus (so double damage for 40th lvl pc (30th lvl asn.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Darkness Trap===&lt;br /&gt;
A dark cloud of fine particles can both mask you and the attacker, but make it difficult to breath. If you start Coughing it can make it difficult to stay quiet.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effects:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Darkness AOE:&amp;lt;br&amp;gt;&lt;br /&gt;
DC or get knocked out of stealth, and suffer MS penalty (-20) due to coughing&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:10px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=3 | Effect&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Quality&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Rounds&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | DC&lt;br /&gt;
|-&lt;br /&gt;
|Weak&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|8&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|12&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|16&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|Epic&lt;br /&gt;
|20&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blinding Light Trap===&lt;br /&gt;
Triggering this Trap causes a burst of light that can blind you, and also make it hard for you to hide.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effects:'''&amp;lt;br&amp;gt;&lt;br /&gt;
No Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Blindness on failed DC&amp;lt;br&amp;gt;&lt;br /&gt;
Knocked out of stealth on failed DC&amp;lt;br&amp;gt;&lt;br /&gt;
Hide Penalty = DC (1/2 if they make save).&amp;lt;br&amp;gt;&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:10px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=3 | Effect&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Quality&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | Rounds&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:50px;&amp;quot; | DC&lt;br /&gt;
|-&lt;br /&gt;
|Weak&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|8&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|12&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|16&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|Epic&lt;br /&gt;
|20&lt;br /&gt;
|38&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
NB: Effects are physical, not magical, (coughing is powder, light is light emmiting subtance, etc), so that is why there are no spell resistances, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=='''Known Issues''':==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One aspect of the system that is ... unfortunately unavoidable at this point in time is a faction issue. All Custom Traps have a merchant faction. It was the least used faction, and protects Merchant NPCs a bit too. But, because of this, any faction that is 100% aligned with the merchant faction will not trigger traps. Right now that seems to only be the Defender faction. We spent a lot of time trying to get around this but have been unable to as of yet. In the end we felt the system was too good to scrap based on this 1 issue. If it can be addressed in the future it will be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:Systems|Trap System]]&lt;br /&gt;
[[Category:Systems|Trap System]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Category:Team:DM&amp;diff=36201</id>
		<title>Category:Team:DM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Category:Team:DM&amp;diff=36201"/>
		<updated>2010-10-28T14:35:00Z</updated>

		<summary type="html">&lt;p&gt;MadK@: updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Dungeon Master (DM)''' is a player who uses the [[NWN:DM_client|DM client]] and controls [[Wikipedia:Non-player character|NPC]]s and other aspects of the game for [[Wikipedia:Player character|player character]]s.&lt;br /&gt;
&lt;br /&gt;
For the Players, a DM is a DM - whatever word is placed before the word DM. &lt;br /&gt;
All of them are part of the Team, so please feel free to ask any of us if you need help.  &lt;br /&gt;
&lt;br /&gt;
The DM hierarchy goes from high to low: Head DM - Elder DM - Veteran DM - Senior DM - Major DM - Minor DM - Apprentice DM.&lt;br /&gt;
&lt;br /&gt;
DM's are not restricted to any one server, they can DM wherever they want. The category &amp;quot;Server&amp;quot; is just to show you what server the DM knows best, which could be useful in communicating with the Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| BORDER=&amp;quot;1&amp;quot; CELLPADDING=&amp;quot;4&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|'''Avatar'''&lt;br /&gt;
|'''Title'''&lt;br /&gt;
|'''Server'''&lt;br /&gt;
|'''Timezone'''&lt;br /&gt;
|class=&amp;quot;unsortable&amp;quot;|'''Email'''&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Alexandru_Stanicu|Alexandru Stanicu]]&lt;br /&gt;
|The Hammer&lt;br /&gt;
|Elder DM&lt;br /&gt;
| &lt;br /&gt;
|GMT -06:00&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Belasco &lt;br /&gt;
|[[Mishlekh]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Wilderness]]&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:DarknessFallsLight|DarknessFallsLight]]&lt;br /&gt;
|[[The Harpinger]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Grunt|Grunt]]&lt;br /&gt;
|[[Valok]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Jonezie|Jonezie]]&lt;br /&gt;
|[[Ingoren]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +10:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Kombinat|Kombinat]]&lt;br /&gt;
|[[Senath]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +10:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Korak|Korak]]&lt;br /&gt;
|[[Kelvos]]&lt;br /&gt;
|Senior DM&lt;br /&gt;
|[[Mikona]]&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|korak@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|Li'll Divvil&lt;br /&gt;
|[[Tobin]]&lt;br /&gt;
|Major DM&lt;br /&gt;
|[[Underdark]]&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|Divvil@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|MadK@&lt;br /&gt;
|[[Xenon]]&lt;br /&gt;
|Senior DM&lt;br /&gt;
|&lt;br /&gt;
|GMT +08:00&lt;br /&gt;
|madk@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Maxinion|Maxinion]]&lt;br /&gt;
|[[Andrinor]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:NecroZombie|NecroZombie]]&lt;br /&gt;
|[[Bobil]]&lt;br /&gt;
|Senior DM&lt;br /&gt;
|[[Mikona]]&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|necrozombie@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Nighthawk4|Nighthawk4]]&lt;br /&gt;
|[[Dru'El]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Elysia]]&lt;br /&gt;
|GMT +01:00&lt;br /&gt;
|nighthawk4@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Ninjar|Ninjar]]&lt;br /&gt;
|[[Forian]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Nob|Nob]]&lt;br /&gt;
|[[Dead Dreamer]]&lt;br /&gt;
|Senior DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NWMBlondy&lt;br /&gt;
|[[Senath]]&lt;br /&gt;
|Major DM&lt;br /&gt;
|&lt;br /&gt;
|GMT +01:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Olaf|Olaf]]&lt;br /&gt;
|[[Titania]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Papainhell|Papainhell]]&lt;br /&gt;
|[[Kimonictinus]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -08:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Pekarion|Pekarion]]&lt;br /&gt;
|[[Paragus]]&lt;br /&gt;
|Minor DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +02:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Plethora|Plethora]]&lt;br /&gt;
|[[Verossa]]&lt;br /&gt;
|Elder DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT +10:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Sarrena|Sarrena]]&lt;br /&gt;
|[[Berryn]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spool32&lt;br /&gt;
|[[Gorethar]]&lt;br /&gt;
|Head DM&lt;br /&gt;
|[[Wilderness]]&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|spool32@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|Sunscream&lt;br /&gt;
|[[The'ton]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Mikona]]&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Szabot|szabot]]&lt;br /&gt;
|[[Wilsash]]&lt;br /&gt;
|Veteran DM&lt;br /&gt;
|&lt;br /&gt;
|GMT -05:00&lt;br /&gt;
|szabot at avlis dot org&lt;br /&gt;
|-&lt;br /&gt;
|tq121&lt;br /&gt;
|[[Dre'Ana]]&lt;br /&gt;
|Elder DM&lt;br /&gt;
|[[Elysia]]&lt;br /&gt;
|GMT +01:00&lt;br /&gt;
|tq121@avlis.org&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Wolfwielder|Wolfwielder]]&lt;br /&gt;
|[[Balgar]]&lt;br /&gt;
|Veteran DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -04:00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Zonr_0|Zonr_0]]&lt;br /&gt;
|[[Mikon]]&lt;br /&gt;
|Major DM    &lt;br /&gt;
|&lt;br /&gt;
|GMT -07:00&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team| DM]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Wail_of_the_Banshee&amp;diff=36146</id>
		<title>Magic:Wail of the Banshee</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Wail_of_the_Banshee&amp;diff=36146"/>
		<updated>2010-10-27T17:34:38Z</updated>

		<summary type="html">&lt;p&gt;MadK@: updated description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Wail of the Banshee&lt;br /&gt;
|Status= Complete&lt;br /&gt;
|Writers= [[User:xzero7d3|xzero7d3]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Necromancy|Necromancy]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors= [ [[Magic:Descriptors#Death|Death]] ] [ [[Magic:Descriptors#Sonic|Sonic]] ]&lt;br /&gt;
|Level= [[Magic:Level#Death|Death 9]], Sor/Wiz 9&lt;br /&gt;
|Innate Level= 9&lt;br /&gt;
|Components= V&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Short&lt;br /&gt;
|Target= Colossal, 1 creature/caster level&lt;br /&gt;
|Duration= Instantaneous&lt;br /&gt;
|Counters=-- &lt;br /&gt;
|Saving Throw= Fortitude negates&lt;br /&gt;
|Spell Resistance= Yes&lt;br /&gt;
|Metamagic= Quicken, Silent&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The character emits a terrible scream that kills creatures that hear it (except for the caster). The spell affects up to one creature per caster level. Creatures closest to the point of origin are affected first.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''NOTES'''&lt;br /&gt;
* Despite the &amp;quot;Instantaneous&amp;quot; entry in duration, this spell is rather slow in set-up. Targets have a round to attack the caster -- who is nearby due to the Short range -- possibly interrupting the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Wail of the Banshee]]&lt;br /&gt;
[[Category:Necromancy Spells|Wail of the Banshee]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Lycanthrope&amp;diff=35781</id>
		<title>Lycanthrope</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Lycanthrope&amp;diff=35781"/>
		<updated>2010-09-13T16:28:49Z</updated>

		<summary type="html">&lt;p&gt;MadK@: modified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Lycanthropes''' are commonly referred to as &amp;quot;were-&amp;quot; animals. They are limited [[Shifter|shapeshifters]], typically having animal, humanoid, and hybrid forms. There are &amp;quot;True&amp;quot; [[List_of_Lycanthropes|lycanthropes]] and &amp;quot;Afflicted&amp;quot; lycanthropes.&lt;br /&gt;
&lt;br /&gt;
''True lycanthropes'' are born with the ability to convert between forms. They can do this at will and are not dependent on any triggering factors.&lt;br /&gt;
&lt;br /&gt;
''Afflicted lycanthropes'' are pretty much the same, except that they were not born with this ability but rather obtained it through being bitten or scratched by another lycanthrope. For them, it is a curse. These lycanthropes most often do not have full control over their form changes, and can be forced to change sometimes through triggers.&lt;br /&gt;
&lt;br /&gt;
All lycanthropes are governed by the demigod [[Xenon]].  &lt;br /&gt;
&lt;br /&gt;
In terms of mechanics, any evil player character (PC) may become a lycanthrope (Afflicted lycanthrope) without the need to worry about losing their alignment upon becoming a True lycanthrope. Contrary to how things were in the past, LE, NE, and CE may now all become True lycanthropes (so long as they worship Xenon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''See also:'''''&lt;br /&gt;
* The official current [[List_of_Lycanthropes|list of all Lycanthrope creatures]] available to PCs on Avlis&lt;br /&gt;
* In-Game [[Emote Text Type#Basic Commands|commands]] applicable to Lycanthrope PCs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lycanthrope Races| Lycanthrope]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=List_of_Lycanthropes&amp;diff=35780</id>
		<title>List of Lycanthropes</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=List_of_Lycanthropes&amp;diff=35780"/>
		<updated>2010-09-13T16:27:36Z</updated>

		<summary type="html">&lt;p&gt;MadK@: slight modification - nothing is set in stone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official current list of all [[Lycanthrope]] creatures available to PCs on Avlis is:&lt;br /&gt;
&lt;br /&gt;
===Were-===&lt;br /&gt;
&lt;br /&gt;
*Bat&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Cat&lt;br /&gt;
*Fox&lt;br /&gt;
*Goat&lt;br /&gt;
*Hawk&lt;br /&gt;
*Jaguar&lt;br /&gt;
*Leopard&lt;br /&gt;
*Lizard&lt;br /&gt;
*Racoon&lt;br /&gt;
*Rat&lt;br /&gt;
*Spider&lt;br /&gt;
*Tiger&lt;br /&gt;
*Wolf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other information about Lycanthropy:&lt;br /&gt;
In a lycan's were-form they have damage resistance and regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
==Damage Resistance==&lt;br /&gt;
The Damage Reduction is directly based on a character's level.&lt;br /&gt;
The amount of damage absorbed is 10 + 1/2 of that character's level. So, for example, a level 20 lycan would have 20/+xx DR. A level 10 would have 15/+xx, and a level 30 would have 25/+xx&lt;br /&gt;
For the +xx, it is determined by your level as well. A level range of 1-7 is +1. 8-15 is +2. 16-23 is +3. 24-31 is +4. 32-40 is +5&lt;br /&gt;
So, the same level 20 lycan would have 20/+3 DR. The level 10 would have 15/+2, and the level 30 would have 25/+4.&amp;lt;br&amp;gt;&lt;br /&gt;
==Regeneration==&lt;br /&gt;
The regeneration directly follows a character's level progression. So at level 5, in were-form, a lycan will regenerate 5 hp per round, at level 30 it will be 30 hp per round.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lycanthrope Races|Lycanthrope]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Dominator&amp;diff=35690</id>
		<title>Dominator</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Dominator&amp;diff=35690"/>
		<updated>2010-09-09T19:12:12Z</updated>

		<summary type="html">&lt;p&gt;MadK@: added armor proficiencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
[[Category:Holy Warriors]]&lt;br /&gt;
{{Classes}}&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
|name=Dominator&lt;br /&gt;
|image=Dominator1.jpg&lt;br /&gt;
|hitdice=d10&lt;br /&gt;
|armor=[[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]], [[NWN:Armor Proficiency (Heavy)|Heavy]], [[NWN:Shield Proficiency|Shields]]&lt;br /&gt;
|weapon=[[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]]&lt;br /&gt;
|skillpoints=2 + [[NWN:Int|Int]] mod&lt;br /&gt;
|skills=[[NWN:Concentration|Concentration]], [[NWN:Discipline|Discipline]], [[NWN:Intimidate|Intimidate]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Persuade|Persuade]], [[NWN:Search|Search]], [[NWN:Spellcraft|Spellcraft]], [[NWN:Taunt|Taunt]]&lt;br /&gt;
|saves=[[NWN:Will|Will]] &amp;amp; [[NWN:Fortitude|Fortitude]]&lt;br /&gt;
|bab=+1/level&lt;br /&gt;
|align=Lawful Evil only.&lt;br /&gt;
}}&lt;br /&gt;
Dominators are the Holy Warriors of the greater god [[Valok]], founded to enforce his prohibition against the practice of the arcane art by the [[orc|Orcish]] race.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Long ago, after the [[The_Great_War|Great War]], the Dominators of Valok were founded as a deterrent against [[orc]] mages. Their mission was to finish the extermination of mages that began with the great explosion they caused at the end of the war. Even today the Dominators are not fond of arcane casters, though they are willing to accept their existence unless they are of Orcish blood. They still see it as their holy mission given by Valok to eliminate any Orcish arcane casters, whether covertly or overtly.&lt;br /&gt;
&lt;br /&gt;
Dominators are closely associated with the Church of Valok. They often act as guards or emissaries for Church business. Dominators see the Church as their key to self-advancement. By serving the Church they plan to find favor in Valok's eyes and thus gain riches and glory. Serving their god is the price they pay for their own advancement and they do it gladly, whatever it may entail. It was rumored that the first Dominator was Valok's own immortal son, though this has never been confirmed. Even so, Dominators see themselves as the sons and daughters of Valok in the image of the first of their order and run their lives in accordance with his philosophy: gain power through subtle means, prepare for everything, if all goes wrong, fight another day, do not break your word once given, but do not give more than necessary.&lt;br /&gt;
&lt;br /&gt;
Dominators uniformly wear heavy armor, carry shields and typically wield longswords or bastard swords. In the old days this was the best method of attack against mages and it is still traditionally employed today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
To qualify as a Dominator, a character must fulfil all of the following criteria:&lt;br /&gt;
&lt;br /&gt;
* '''Deity:''' [[Valok]]&lt;br /&gt;
* '''Alignment:''' [[NWN:Lawful_Evil|Lawful Evil]]&lt;br /&gt;
* '''Base Attack Bonus (BAB):''' +7&lt;br /&gt;
* '''Feats:''' [[NWN:Weapon_Focus|Weapon Focus]] (Longsword), [[NWN:Improved_Knockdown|Improved Knockdown]]&lt;br /&gt;
* '''[[NWN:Rank|Skill Ranks]]:''' 5 [[NWN:Persuade|Persuade]], 3 [[NWN:Discipline|Discipline]], 2 [[NWN:Listen|Listen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!rowspan=2|Lvl&lt;br /&gt;
!rowspan=2|BAB&lt;br /&gt;
!colspan=3|Saves&lt;br /&gt;
!rowspan=2|Feats&lt;br /&gt;
!rowspan=12 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!rowspan=2|Spell&amp;lt;br&amp;gt;Resistance&lt;br /&gt;
!rowspan=2|Base Class Divine&amp;lt;br&amp;gt;Casting Progression&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Fort&lt;br /&gt;
!Ref&lt;br /&gt;
!Will&lt;br /&gt;
|- align=center&lt;br /&gt;
|1st || +1 || +2 || +0 || +2 ||align=left|[[NWN:Slippery Mind|Slippery Mind]] || - ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|2nd || +2 || +3 || +0 || +3 ||align=left|[[Holy_Warrior_Smite|Smite Good]] || - ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|3rd || +3 || +3 || +1 || +3 ||align=left|[[NWN:Dark_Blessing|Dark Blessing]] || - ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|4th || +4 || +4 || +1 || +4 ||align=left|[[Magic:Aura_of_Glory|Aura of Glory]] (caster level equals Dominator level) || - ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|5th || +5 || +4 || +1 || +4 ||align=left|[[NWN:Turn_undead|Turn Undead]] || - ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|6th || +6 || +5 || +2 || +5 ||align=left|[[Lay on Harm]], [[NWN:Diamond_Soul|Diamond Soul]], [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] III || 16 ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|7th || +7 || +5 || +2 || +5 ||align=left|[[Project Force]] 1x/day || 16 ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|8th || +8 || +6 || +2 || +6 ||align=left|[[Magic:Lesser Spell Breach|Lesser Spell Breach]] 2x/day, [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] IV || 18 ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|9th || +9 || +6 || +3 || +6 ||align=left|[[Domination]] 1x/day, [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] V || 20 ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|10th || +10 || +7 || +3 || +7 ||align=left|[[Valok's Judgment]], [[NWN:Improved_Spell_Resistance|Improved Spell Resistance]] VI || 22 ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Epic Progression==&lt;br /&gt;
{| border=2 style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
!Lvl&lt;br /&gt;
!Feats&lt;br /&gt;
!rowspan=21 style=&amp;quot;background:#ffffff&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
!Base Class Divine Casting Progression&lt;br /&gt;
|- align=center&lt;br /&gt;
|11th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|12th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|13th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|14th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|15th ||align=left|[[Project Force]] 2x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|16th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|17th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|18th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|19th ||align=left|Bonus feat ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|20th ||align=left|[[Domination]] 2x/day ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|21st ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|22nd ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|23rd ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|24th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|25th ||align=left|Bonus feat, [[Valok's Judgment]] 2x/day ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|26th ||align=left| ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|27th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|28th ||align=left|Bonus feat ||+1 caster level&lt;br /&gt;
|- align=center&lt;br /&gt;
|29th ||align=left| ||Spells/day gained&lt;br /&gt;
|- align=center&lt;br /&gt;
|30th ||align=left| ||+1 caster level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Epic Bonus Feats:''' [[NWN:Armor Skin|Armor Skin]], [[NWN:Divine Might|Divine Might]], [[NWN:Devastating Critical|Devastating Critical]], [[NWN:Divine Shield|Divine Shield]], [[NWN:Epic Fiendish Servant|Epic Fiendish Servant]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]], [[NWN:Extra Smiting|Extra Smiting]], [[NWN:Fiendish Servant|Fiendish Servant]], [[NWN:Great_Charisma|Great Charisma]], [[NWN:Great Smiting|Great Smiting]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Improved Critical|Improved Critical (Whip)]], [[NWN:Improved_Spell_Resistance|Improved Spell Resistance VII - X]], [[NWN:Overwhelming Critical|Overwhelming Critical]].&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats:''' [[NWN:Blinding Speed|Blinding Speed]], [[Magic:Dragon Knight|Dragon Knight]], [[Magic:Greater Ruin|Greater Ruin]], [[Magic:Hellball|Hellball]], [[Magic:Mummy Dust|Mummy Dust]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Revered Dominators==&lt;br /&gt;
&lt;br /&gt;
*[[PCs:Khan%2C_Magnus|Magnus Khan]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[PCs:Jared_Evershield|Jared Evershield]]&lt;br /&gt;
*[[PCs:Gotthardt_Staahl|Gotthardt Staahl]]&lt;br /&gt;
*[[PCs:Kathea_Nyht|Kathea Nyht]]&lt;br /&gt;
*[[PCs:Rollek_Heloc|Rollek Heloc]]&lt;br /&gt;
*[[PCs:Isaud_Elinorean|Isaud Elinorean]]&lt;br /&gt;
*[[PCs:Tyron_Boldheart|Tyron Boldheart]]&lt;br /&gt;
*[[PCs:Nija_Vlahos|Nija Vlahos]]&lt;br /&gt;
*[[PCs:Ishra Qiyun|Ishra Qiyun]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=File:Avenger.jpg&amp;diff=35689</id>
		<title>File:Avenger.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=File:Avenger.jpg&amp;diff=35689"/>
		<updated>2010-09-09T17:13:24Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Holy Warrior - Avenger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Holy Warrior - Avenger&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35641</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35641"/>
		<updated>2010-09-07T15:10:50Z</updated>

		<summary type="html">&lt;p&gt;MadK@: added some clarification to revision cost sheets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_7.xls?doc_id=77330 '''AvlisHousing_3_7.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
When submitting a revision for an existing house you use a blank housing spreadsheet.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the previous housing cost in the section provided and check YES for the update section.&amp;lt;br&amp;gt;&lt;br /&gt;
Add '''ONLY''' the new additions/modifications to the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35640</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35640"/>
		<updated>2010-09-07T14:31:48Z</updated>

		<summary type="html">&lt;p&gt;MadK@: added revisions sub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_7.xls?doc_id=77330 '''AvlisHousing_3_7.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35639</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35639"/>
		<updated>2010-09-07T14:28:57Z</updated>

		<summary type="html">&lt;p&gt;MadK@: typing error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_7.xls?doc_id=77330 '''AvlisHousing_3_7.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35174</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35174"/>
		<updated>2010-08-03T15:15:03Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Updated housing spreadsheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_7.xls?doc_id=77330 '''AvlisHousing_3_7.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35173</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35173"/>
		<updated>2010-08-03T14:44:31Z</updated>

		<summary type="html">&lt;p&gt;MadK@: accurate cost of infinite storage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35172</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35172"/>
		<updated>2010-08-03T14:39:42Z</updated>

		<summary type="html">&lt;p&gt;MadK@: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35171</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=35171"/>
		<updated>2010-08-03T14:36:53Z</updated>

		<summary type="html">&lt;p&gt;MadK@: added more specifics on what you get for pmerchant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +200 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&amp;diff=35133</id>
		<title>Elf, Drangonari</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,_Drangonari&amp;diff=35133"/>
		<updated>2010-07-28T06:50:32Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Resources */ - Added working links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +1 [[NWN:Intelligence|Int]] -3 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
* [[NWN:Low-light Vision|Lowlight Vision]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[Drangonari Fire Breath|Drangonari Fire Breath Weapon]] 1/day&lt;br /&gt;
* [[Magic:Acid Fog|Acid Fog]] 1/day&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Drangonari always have black hair and green skin regardless of the colors chosen in character generation.&lt;br /&gt;
* Drangonari can become [[Arcane Archer|Arcane Archers]] per avlis_main1_6 hak.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The '''Drangonari Elves''' are a cruel reptilian race allegedy created by [[Angadar]] soon after his ascension to godhood.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Drangonari Elves appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys. Also, they can spit fire.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
According to legend, the drangonari were created according to Angadar's intentions. Rumor has it that in his mortal days, an [[Elf, Avariel|avariel]] female once tried to assassinate Angadar, and nearly succeeded. This individual was a close friend of his then wife, Demetria, and Angadar was outraged by the betrayal. His anger lashed out against the avariel woman, consuming her, but it did not stop there. Angadar vowed revenge on the avariel race itself. This revenge was embodied in his race. When first created, the drangonari very much resembled a twisted form of avariel, complete with reptillian demon-like wings. The newly created race settled on the east coast of the main continent and began to build the multilayered city of [[Grantir]] in present-day [[Drotid]].&lt;br /&gt;
&lt;br /&gt;
Shortly after the time of the rescue of Angadar's daughter Jade from the Nine Hells (see [[Timeline|timeline]]), a war occurred between Grantir and the nearby avariel city of [[Toostan-of-the-Clouds|Toostan]]. In that tumultuous battle, the dragons of good and evil sided with the avariel and drangonari respectively, and the skies were filled with them. In the end the city of Toostan was razed, and all avariel were thought to be extinct from Avlis. The drangonari did not suffer nearly as much loss as they did, though they did not remain unchanged either. Through some means unknown to this day, all but the oldest and most noble drangonari lost their wings. Some say it was an avariel spell thrown at them as a last ditch effort to make a stand. Others suspect it was punishment from the god [[Mikon]] for destroying a race. Many, will just not broach the subject at all. Whatever the cause, it is extremely uncommon to see a drangonari elf with wings in this age.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Drangonari Elves have an inborn hatred for the Avariel Elves. Also, they dislike [[Shaahesk]], because their city Grantir is almost constantly under attack by Shaahesk armies.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Drangonari are often lawful, though there are of course exceptions.&lt;br /&gt;
&lt;br /&gt;
== Drangonari Lands ==&lt;br /&gt;
&lt;br /&gt;
The home city of the Drangonari is Grantir, as noted. As a race, the drangonari are at home in virtually any environment. Within the city of Grantir itself, there is a layer in the trees, on the ground, and below the ground as well. A drangonari can thrive just as easily below ground as they could in a treetop metropolis. This makes them extremely versatile and adaptable. Adding to their dangerous air, is their strong ability for organization and discipline.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Grantir is run largely as a theocratic triumvirate, loosely speaking. Angadar is the supreme head of the city and below him are his two demigod assistants [[Stephanus]] and [[Bobil]]. The mortal followers of these three gods form the government of the city, and they generally run the Church of Angadar itself, as well as guide the direction of the race as a whole.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
The Drangonari elves speak Drangonari, and that is the same language as Faerun Elvish, which is similiar to Quenya, one of the elven languages created by Tolkien.&lt;br /&gt;
&lt;br /&gt;
They speak this because their creator Angadar is an elf from Faerun, and taught his creations his language.&lt;br /&gt;
&lt;br /&gt;
'''Weird Fact'''&lt;br /&gt;
&lt;br /&gt;
The name [[Elf,Sereg|Sereg'wethrin]], of the dark skinned and haired elves who were once a Nanshi special forces unit, is Drangonari, not [[Nanshilae]]. All different kinds of Sereg also have Drangonari names: For example, Nwal'maer means Tortured One.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
*[http://www.grey-company.org/Language/Files/elven.pdf Wordlist]&lt;br /&gt;
*[http://www.grey-company.org/Language/Files/quenya16.zip Font]&lt;br /&gt;
*[http://www.grey-company.org/Language/Files/phrase.pdf Phrase Book]&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Drangonari adventurers often favor wizardry, and talents for sorcery are not uncommon either.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Elf|Elven racial group]]&lt;br /&gt;
*[[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Language]]&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Summon_Creature_IX&amp;diff=34678</id>
		<title>Magic:Summon Creature IX</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Summon_Creature_IX&amp;diff=34678"/>
		<updated>2010-06-15T13:23:51Z</updated>

		<summary type="html">&lt;p&gt;MadK@: noted druid only option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Summon Creature IX&lt;br /&gt;
|Status= Complete&lt;br /&gt;
|Writers= Godron&lt;br /&gt;
|Scripters= Godron&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Conjuration|Conjuration]]&lt;br /&gt;
|Subschool= ( [[Magic:Conjuration#Summoning|Summoning]] )&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Clr 9, Drd 9, Sor/Wiz 9&lt;br /&gt;
|Innate Level= 9&lt;br /&gt;
|Components= V, S &lt;br /&gt;
|Casting Time= 1 action &lt;br /&gt;
|Range= Short&lt;br /&gt;
|Target= Point&lt;br /&gt;
|Duration= 1 turn / level &lt;br /&gt;
|Counters=-- &lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Extend, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= This spell summons a creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately. It attacks your opponents to the best of its abilities. If you can communicate with the creature, you can direct it not to attack, to primarily target opponents attacking you, or to follow you.&lt;br /&gt;
The spell conjures one of the creatures from the list below. You choose which kind of creature to summon, and you can change that choice each time you cast the spell provided that you are able to concentrate on making the selection.&lt;br /&gt;
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful creature, it is a spell of that type. For example, summon monster I is a lawful and evil spell when you cast to summon a fiendish dire rat.&amp;lt;br&amp;gt;&lt;br /&gt;
Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''9th-level'''&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Pixie (NG)(Druid only)&amp;lt;br&amp;gt;&lt;br /&gt;
Celestial Huge Androsphinx (CG)&amp;lt;br&amp;gt;&lt;br /&gt;
Elder Air Elemental (N)&amp;lt;br&amp;gt;&lt;br /&gt;
Elder Water Elemental (N)&amp;lt;br&amp;gt;&lt;br /&gt;
Elder Fire Elemental (N)&amp;lt;br&amp;gt;&lt;br /&gt;
Elder Earth Elemental (N)&amp;lt;br&amp;gt;&lt;br /&gt;
Elder Ooze Elemental (N)&amp;lt;br&amp;gt;&lt;br /&gt;
Cockatrice (N)&amp;lt;br&amp;gt;&lt;br /&gt;
Bone Devil (Osyluth)(LE)&amp;lt;br&amp;gt;&lt;br /&gt;
Night Hag (NE)&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Summon Creature 9]]&lt;br /&gt;
[[Category:Conjuration Spells|Summon Creature 9]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34394</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34394"/>
		<updated>2010-05-21T06:55:25Z</updated>

		<summary type="html">&lt;p&gt;MadK@: refined contact prereq&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34393</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34393"/>
		<updated>2010-05-21T06:50:38Z</updated>

		<summary type="html">&lt;p&gt;MadK@: refining contact details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 to '''MadK@'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34301</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34301"/>
		<updated>2010-05-14T12:58:04Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Submission process */ spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34300</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34300"/>
		<updated>2010-05-14T12:46:48Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Submission process */ formatting again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the uploaded file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34299</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34299"/>
		<updated>2010-05-14T12:46:13Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Submission process */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the uploaded file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34298</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=34298"/>
		<updated>2010-05-14T12:43:59Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Submission process */ cleaned up text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the uploaded file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Talk:Crag_Cat&amp;diff=33845</id>
		<title>Talk:Crag Cat</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Talk:Crag_Cat&amp;diff=33845"/>
		<updated>2010-04-22T19:06:08Z</updated>

		<summary type="html">&lt;p&gt;MadK@: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure how long it takes for these to appear IG, but this one has been activily research for over 2 RL years. [[User:Brayon|Brayon]] 13:31, 22 April 2010 (CDT)&amp;lt;br&amp;gt;&lt;br /&gt;
-[[User:MadK@|MadK@]] Unless someone tells me most likely a long time&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Talk:Crag_Cat&amp;diff=33844</id>
		<title>Talk:Crag Cat</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Talk:Crag_Cat&amp;diff=33844"/>
		<updated>2010-04-22T19:05:41Z</updated>

		<summary type="html">&lt;p&gt;MadK@: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure how long it takes for these to appear IG, but this one has been activily research for over 2 RL years. [[User:Brayon|Brayon]] 13:31, 22 April 2010 (CDT)&amp;lt;br&amp;gt;&lt;br /&gt;
-[[User:MadK@|MadK@]] Unless someone tells most likely a long time&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Talk:Crag_Cat&amp;diff=33843</id>
		<title>Talk:Crag Cat</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Talk:Crag_Cat&amp;diff=33843"/>
		<updated>2010-04-22T19:05:12Z</updated>

		<summary type="html">&lt;p&gt;MadK@: IG expected time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure how long it takes for these to appear IG, but this one has been activily research for over 2 RL years. [[User:Brayon|Brayon]] 13:31, 22 April 2010 (CDT)&lt;br /&gt;
-[[User:MadK@|MadK@]] Unless someone tells most likely a long time&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33842</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33842"/>
		<updated>2010-04-22T18:34:26Z</updated>

		<summary type="html">&lt;p&gt;MadK@: - updated submit method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org'''   Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33840</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33840"/>
		<updated>2010-04-22T18:24:28Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Available resources */ -updated piggy link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_6, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org'''   Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33839</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33839"/>
		<updated>2010-04-22T18:20:54Z</updated>

		<summary type="html">&lt;p&gt;MadK@: correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org'''   Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33838</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33838"/>
		<updated>2010-04-22T18:20:01Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Submission process */ -changed submit process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org'''   Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PH_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33836</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33836"/>
		<updated>2010-04-22T18:01:41Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Available resources */ - redirected pm link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/ (Password: housing)  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33830</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33830"/>
		<updated>2010-04-22T16:34:26Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Rules for Building */ - redirected player housing pm link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/ (Password: housing)  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33829</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33829"/>
		<updated>2010-04-22T16:32:30Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Rules for Building */ ammended revision rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/ (Password: housing)  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33443</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33443"/>
		<updated>2010-02-23T00:55:34Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Changed the upload link address &amp;amp; added new password&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/ (Password: housing)  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33438</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33438"/>
		<updated>2010-02-22T09:35:31Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Added cost for fixed ep chest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33273</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=33273"/>
		<updated>2010-02-07T14:40:41Z</updated>

		<summary type="html">&lt;p&gt;MadK@: updated script link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32831</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32831"/>
		<updated>2010-01-05T06:32:31Z</updated>

		<summary type="html">&lt;p&gt;MadK@: updated link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from http://www.phersey.co.uk/avlis/housing/HousingScripts.rar ''(file up to date Jan 2008)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_6.xls?doc_id=77330 '''AvlisHousing_3_6.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32779</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32779"/>
		<updated>2009-12-22T11:46:53Z</updated>

		<summary type="html">&lt;p&gt;MadK@: Updated housing spreadsheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from http://www.phersey.co.uk/avlis/housing/HousingScripts.rar ''(file up to date Jan 2008)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_5.xls?doc_id=77019 '''AvlisHousing_3_5.xls'''] This must be included with the submission.  The current version is 3_5, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32716</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32716"/>
		<updated>2009-12-15T18:03:33Z</updated>

		<summary type="html">&lt;p&gt;MadK@: update to the PlayerHousing spreadsheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from http://www.phersey.co.uk/avlis/housing/HousingScripts.rar ''(file up to date Jan 2008)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_3.xls?doc_id=76836 '''AvlisHousing_3_3.xls'''] This must be included with the submission.  The current version is 3_3, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Shifter_Form_Replacements&amp;diff=32541</id>
		<title>Shifter Form Replacements</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Shifter_Form_Replacements&amp;diff=32541"/>
		<updated>2009-11-27T05:23:54Z</updated>

		<summary type="html">&lt;p&gt;MadK@: corrected name of Tlincalli weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Class Abilities]]&lt;br /&gt;
&lt;br /&gt;
Many of the forms you can take as a Shifter, Druid, Wizard or Sorcerer are inappropriate for the world of Avlis.  With this in mind, we have made some replacements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=2 border=1&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Old Form&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;New Form&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Dragon (Mage Spell)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Dragon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancient Red Dragon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ancient Amber Dragon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancient Blue Dragon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ancient Coal Dragon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ancient Green Dragon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ancient Gravel Dragon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drider&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tlincalli Warrior&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Epic Drider&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tlincalli Warrior Mage&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Male Drow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Male [[Lupin]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Female Drow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Female [[Lupin]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Epic Male Drow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Epic Male [[Lupin]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Epic Female Drow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Epic Female [[Lupin]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;New form Statistics&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;TLINCALLI WARRIOR HIDE&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Prof (Creature)&amp;lt;br&amp;gt;&lt;br /&gt;
Concentration +4&amp;lt;br&amp;gt;&lt;br /&gt;
Discipline +6&amp;lt;br&amp;gt;&lt;br /&gt;
SR 14&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Tlincalli Ugly Stick +2&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Enchancement Bonus +2&amp;lt;br&amp;gt;&lt;br /&gt;
On Hit: Abillity Drain DC-16 1 Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;TLINCALLI WARRIOR MAGE HIDE&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
AC Bonus +4&amp;lt;br&amp;gt;&lt;br /&gt;
DR +20 Soak 5&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Prof (Creature)&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave&amp;lt;br&amp;gt;&lt;br /&gt;
Immunity: Knockdown&amp;lt;br&amp;gt;&lt;br /&gt;
Concentration +8&amp;lt;br&amp;gt;&lt;br /&gt;
Discipline +10&amp;lt;br&amp;gt;&lt;br /&gt;
SR 18&amp;lt;br&amp;gt;&lt;br /&gt;
True Seeing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Tlincalli Ugly Stick +5&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Enchancement Bonus +5&amp;lt;br&amp;gt;&lt;br /&gt;
On Hit: Abillity Drain DC-20 1 Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;EPIC TLINCALLI POWERS&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Cast ''Magic Missile'', caster level = druid level.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast ''Flame Arrow'', caster level = druid level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;LUPIN HIDE&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
SR 26&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;LUPIN SCIMITAR&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Enchancement Bonus +2, +4 vs. Shapechangers&amp;lt;br&amp;gt;&lt;br /&gt;
On Hit: Abillity Drain DC-16 1 Int&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;EPIC LUPIN HIDE&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
SR 30&amp;lt;br&amp;gt;&lt;br /&gt;
Cleave, Dodge&amp;lt;br&amp;gt;&lt;br /&gt;
Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
Imp Evasion&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;EPIC LUPIN SCIMITAR&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Enchancement Bonus +4, +8 vs. Shapechangers&amp;lt;br&amp;gt;&lt;br /&gt;
+2d6 Magical Damage vs. Shapechangers&amp;lt;br&amp;gt;&lt;br /&gt;
On Hit: Abillity Drain DC-20 1 Int&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32422</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32422"/>
		<updated>2009-11-19T04:13:52Z</updated>

		<summary type="html">&lt;p&gt;MadK@: /* Pricing */  amended&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from http://www.phersey.co.uk/avlis/housing/HousingScripts.rar ''(file up to date Jan 2008)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available from http://www.phersey.co.uk/avlis/housing/HousingSpreadsheet_2_2.rar This must be included with the submission.  The current version is 2.2, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32421</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=32421"/>
		<updated>2009-11-19T03:57:14Z</updated>

		<summary type="html">&lt;p&gt;MadK@: added plot to  lookup table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, PM the Housing Director or the Module Coordinator for the module where your house currently resides.&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_8&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_8.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
Followed by any module specific tileset haks, these are only needed if you are making external areas.&lt;br /&gt;
Module Specific Tileset Haks (for making external areas):&lt;br /&gt;
&lt;br /&gt;
'''Deglos''': (in this order)&lt;br /&gt;
 mountaincity&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 rocky_mountains&lt;br /&gt;
&lt;br /&gt;
'''Elysia''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 &lt;br /&gt;
'''Ferrell''': (in this order)&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 JXP_Mountain&lt;br /&gt;
 wrm_undersea&lt;br /&gt;
 cfr_cg04_130_b&lt;br /&gt;
 cfr_cg04_1.30&lt;br /&gt;
&lt;br /&gt;
'''Le'Or''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 rockcitysou&lt;br /&gt;
 rockcity&lt;br /&gt;
 velsmines&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
 abyss&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 ci_blank_tin01 &lt;br /&gt;
 treecity_2&lt;br /&gt;
&lt;br /&gt;
'''MChek''':&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Mikona''': (in this order)&lt;br /&gt;
 nwalleys11&lt;br /&gt;
 tm_tilesets-v91b&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Underdark''': &lt;br /&gt;
 ctp_genericdoors &lt;br /&gt;
&lt;br /&gt;
'''Visimontium/Northern Deglos''': (in this order)&lt;br /&gt;
 jxp_master_a&lt;br /&gt;
 jxp_forest&lt;br /&gt;
 jxp_mountains&lt;br /&gt;
 rockycitysou&lt;br /&gt;
 rockycity&lt;br /&gt;
 velsmines&lt;br /&gt;
 gestaltcaves&lt;br /&gt;
 lavacaves&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
'''Wilderness''': (in this order)&lt;br /&gt;
 jxp_forest (optional fade)&lt;br /&gt;
 wrm_mirkwoodp1&lt;br /&gt;
 wrm_mirkwood&lt;br /&gt;
 worm_cypressv2&lt;br /&gt;
 ci_blank_tin01&lt;br /&gt;
 ctp_genericdoors&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC &amp;amp; 1x Appraisal container), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot.&lt;br /&gt;
&lt;br /&gt;
 2. Display Case:  This is a variation on the P-chest.  &lt;br /&gt;
 It allows characters to see items in the p-chest,&lt;br /&gt;
 but only those with the proper key can take those items out.  &lt;br /&gt;
 They have True-Persistence. Cost varies depending on the hardness, hitpoints, fortitude.&lt;br /&gt;
 They are generally more expensive then a P-Chest. &lt;br /&gt;
&lt;br /&gt;
 3. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 4. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,000,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from http://www.phersey.co.uk/avlis/housing/HousingScripts.rar ''(file up to date Jan 2008)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from http://www.phersey.co.uk/avlis/downloads/afs_piggybank.erf&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available from http://www.phersey.co.uk/avlis/housing/HousingSpreadsheet_2_2.rar This must be included with the submission.  The current version is 2.2, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you. The Avlis team is not available to help you in this process.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as an erf file by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.housing.phersey.co.uk/upload.php  Please label the uploaded file as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PlayerHousing_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Module Location&amp;gt;_&amp;lt;Module Name&amp;gt;'''&amp;lt;/center&amp;gt;&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
PlayerHousing_CPU_Mikona_JanusHouse.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar&lt;br /&gt;
&lt;br /&gt;
PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar&lt;br /&gt;
&lt;br /&gt;
In the case where one player builds for another, whoever's Avlis board name is shown in the file uploaded on the epginosis website shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)'''Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9962 send a PM to Avlis '''PlayerHousing'''] saying it is there. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself on the epignosis boards. If anything is unclear from your PM then it will delay your request. Housing submissions will not be taken via email.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the que at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. This is to be paid in full to any DM before anything further will happen with your request. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Only once you have paid for your housing will the Avlis team start working on it to add things like persistence and working crafting placeables.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>MadK@</name></author>
	</entry>
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