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| ==Rules for Building==
| | The Avlis Player Housing Rules, [https://dev.avlisnwn.com/projects/team-requests/wiki/Player_Housing_Terms_and_Conditions '''Terms and Conditions'''] have been permanently moved to the Team Requests Wiki. |
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| '''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. | | For team-managed "general public" housing, check the [https://avlis.org/viewtopic.php?f=423&t=139903 '''Purchase Persistent Storage or Premade Housing'''] thread on the Avlis forums. |
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| '''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. | | For team-managed "group only" housing, check the [https://avlis.org/viewtopic.php?f=423&t=144384 '''Purchase Premade Group Housing'''] thread on the Avlis forums. |
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| '''1.3)''' No custom items will be accepted for inclusion into the palette.<br> | | For team-managed [[Shop_Locations#Shared_Marketplace|merchants]], refer to the [http://avlis.org/viewtopic.php?f=4&t=130941 '''Purchase a P-Merchant at a Public Market'''] thread on the Avlis forums. |
| The exceptions to this rule are guild items and keys.<br>
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| Keys do not have to be key objects, but they are to have no special properties added to them.<br>
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| Guild items fall under their own list of requirements and will not be discussed here.<br>
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| '''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.
| | ==Key Holders== |
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| '''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.
| | Key holders <font color="red">'''MUST'''</font> notify Player Housing for <font color="red">'''ALL'''</font> key transfers between player characters (PM [https://www.avlis.org/ucp.php?i=pm&mode=compose&g=7056 Player Housing] group). Include: PC "floaty" name, NWN:EE player name and Avlis forum name for all key holders. |
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| '''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...)]]
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| '''1.7)''' NPC's cost 50,000 gold each.<br>
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| Any NPC added to player housing is to have a CR of no higher than 1/8.<br>
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| Player Housing NPC's will leave a corpse when killed.<br>
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| A P-merchant is considered an NPC. A P-merchant costs 120,000.<br>
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| Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.<br>
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| Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.<br>
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| <br>
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| Required NPC Statistics:
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| Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.
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| Classes: Must be Commoner, level 1
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| Skills: NPC's can have NO Skills.
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| Advanced: Faction: Commoner;
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| Feats: NPC's can have NO Feats.
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| Spells: NPC's can have NO Spells.
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| Special Abilities: NPC's can have NO Special Abilities.
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| P-merchants:
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| P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of
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| storage capacity on that page.
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| These limits can be bought up in game:
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| +1 menu page (10 different items) = 60,000 gold
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| +200 squares of storage capacity = 40,000 gold.
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| Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.
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| '''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.
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| '''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).
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| '''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.<br>
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| Exceptions may be considered for Avlis guilds.<br>
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| Before including any plants '''send a PM with subject title as Player Housing''' [http://avlis.org/ucp.php?i=pm&mode=compose&u=9202 to '''Micah'''] to make sure your guild qualifies.<br>
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| 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:
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| Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.
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| This list is not exustive, if something is not on this list it does not necessarily mean you
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| are allowed it, it just means there is a higher chance you will be.
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| Marrowroot
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| Angel's Tears
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| Bleeding Heart Bloom
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| Desert Lilly
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| Glowing mold Spores
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| Gray moss bud
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| Golden Lotus
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| Mountian Rosebud
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| Belladonna
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| Plantain leaf
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| Silver Mushroom
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| Cactus Bloom
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| Stinging Nettle
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| Stonebush Bean
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| Timmane's Bulb
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| T'nanshi creeper
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| Yarrow bloom
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| Wintermint
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| '''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.
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| All revisions on imported player housing must be made on erf's exported from Avlis itself. To obtain an exported erf file from Avlis, send a PM [http://avlis.org/ucp.php?i=pm&mode=compose&u=9202 to '''Micah'''].
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| Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted. There are no exceptions.
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| '''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.
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| '''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.
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| '''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.
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| '''1.15)''' A house may consist of a maximum of 5 different areas.<br>
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| This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.<br>
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| An area is not a room or section of the house, it is an area as listed in the toolset.
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| '''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis.
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| '''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.<br>
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| Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.
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| '''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.
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| '''1.19)''' Magic portals are not allowed in private Player Housing.
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| '''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.<br>
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| No player may have more than one character that shares a player house.<br>
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| 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.
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| '''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:
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| (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)
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| ==Haks==
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| '''Avlis Base Haks''':
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| avlis_ext_4
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| avlis_ext_3
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| avlis_ext_2
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| avlis_ext_1
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| avlis_main1_9a
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| avlis_main1_9b
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| copap2da
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| copapanatomy
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| copapbaseitem
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| copapcreature
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| copapheadhand
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| copappheno
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| copapplaceable
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| copapportrait
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| copaptexture
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| avlis_tileset_v1
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| avlis_tilem1_v1
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| avlis_tilem2_v1
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| avlis_tilet1_v1
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| avlis_tilet2_v1
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| and the '''copaptlk_4_9.tlk''' in the tlk section.
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| 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.<br>
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| 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 '''avlisplayerhousing@hotmail.com'''
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| '''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.
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| '''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team
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| ==Pricing== | |
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| '''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.
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| '''2.2)''' For persistent storage, you must first buy the placeable, and then add persistence to it.
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| '''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.
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| '''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 look up a price in the table below.
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| '''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.
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| '''2.6)''' To have a persistent display chest (like those at the Ferrell Bazaar) you first have to pay for the strength of chest you want, then pay for display persistence.
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| '''2.7)''' The cost of plants that spawn crafting items varies depending 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 re-spawn rate as those that are found in the wild.
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| '''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.
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| The requirements for purchasing an Inn are:
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| * Must not be on the "Watch list"
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| * Must have been playing on Avlis at least 6 months
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| * Must have general approval of the DM staff
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| * Must build a new inn (existing ones are not for sale)
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| * Must Not have a profit of more than 80% (so as to depict the expenses and staff payments)
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| '''Pricing Guidelines''' | |
| {| style="width:60%" border="1"
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| |+Building
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| |-
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| |Per tile (minimum 4) || 5,000
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| |-
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| |Per floor (ex first) || 5,000 +
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| |-
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| |Containers || (as per table below for each of the 4 parts)
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| |-
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| |Doors || (as per table below for each of the 4 parts)
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| |-
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| |Persistence || 30,000
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| |-
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| |Persistence (display) || 80,000
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| |-
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| |Plot door/placeable || 120,000
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| |-
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| |Additional keys || 500
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| |-
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| |Combat dummies || 2,500
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| |-
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| |Archery targets || 2,500
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| |-
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| |Ale kegs || 5,000
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| |-
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| |Basic crafting placeable || 25,000
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| |-
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| |Basic Crafting placeable (all 5) || 100,000
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| |-
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| |Jewelcrafting placeable || 100,000
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| |-
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| |Piggy bank || 150,000
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| |-
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| |Crafting plant || 5,000 +
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| |}
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| {| style="width:15%" border="1"
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| |0 || 0 gp
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| |-
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| |1 || 200 gp
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| |-
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| |2 || 400 gp
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| |-
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| |3 || 600 gp
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| |-
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| |4 || 800 gp
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| |-
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| |5 || 1,000 gp
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| |-
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| |6 || 1,200 gp
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| |-
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| |7 || 1,400 gp
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| |-
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| |8 || 1,600 gp
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| |-
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| |9 || 1,800 gp
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| |-
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| |10 || 2,000 gp
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| |-
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| |11 || 2,500 gp
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| |-
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| |12 || 3,000 gp
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| |-
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| |13 || 3,500 gp
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| |-
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| |14 || 4,000 gp
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| |-
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| |15 || 4,500 gp
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| |-
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| |16 || 5,000 gp
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| |-
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| |17 || 5,500 gp
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| |-
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| |18 || 6,000 gp
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| |-
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| |19 || 6,500 gp
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| |-
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| |20 || 7,000 gp
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| |-
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| |21 || 7,700 gp
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| |-
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| |22 || 8,400 gp
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| |-
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| |23 || 9,100 gp
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| |-
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| |24 || 9,800 gp
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| |-
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| |25 || 10,500 gp
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| |-
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| |26 || 11,200 gp
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| |-
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| |27 || 11,900 gp
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| |-
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| |28 || 12,600 gp
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| |-
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| |29 || 13,300 gp
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| |-
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| |30 || 14,000 gp
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| |-
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| |31 || 15,000 gp
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| |-
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| |32 || 16,000 gp
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| |-
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| |33 || 17,000 gp
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| |-
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| |34 || 18,000 gp
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| |-
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| |35 || 19,000 gp
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| |-
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| |36 || 20,000 gp
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| |-
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| |37 || 21,000 gp
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| |-
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| |38 || 22,000 gp
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| |-
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| |39 || 23,000 gp
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| |-
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| |40 || 24,000 gp
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| |-
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| |Key-only || 10,000 gp
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| |-
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| |Plot || 30,000 gp
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| |}
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| {| border="1"
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| |+Furnishings (avg for 4x4 building)
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| |-
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| |Furnishings - low (eg. Bedroll) || 5,000
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| |-
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| |Furnishings - mid (eg. Cot) || 10,000
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| |-
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| |Furnishings - high (eg. Bed) || 20,000
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| |}
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| {| border="1"
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| |+Traps
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| |-
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| |Per 1 point DC detect || 500
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| |-
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| |Per 1 point DC remove || 500
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| |-
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| |Resetting || 5,000
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| |-
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| |Weak || 1,000
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| |-
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| |Average || 2,000
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| |-
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| |Strong || 4,000
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| |-
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| |Fatal || 8,000
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| |-
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| |undetectable || 150,000
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| |-
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| |undisarmable || 150,000
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| |}
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| {| border="1"
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| |+Hirelings/NPCs
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| |Scribe || 75,000 (Prior permission required before submission.)
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| |-
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| |Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container & +400 squares of storage), expandable in game. Custom conversation 5,000 extra
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| |-
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| |NPC's 50,000 each. || (servants / pets / etc...)
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| |}
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| Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.
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| Types of Persistent Containers available:
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| 1. EP-Chest(Fixed): This is the standard Persistent chest available.
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| Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP-Chest.
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| All items are listed alphabetically in a text based system. These storage containers have True-Persistence, meaning that any alterations made to items
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| (dyed clothing, Kimli's protective alterations, changes to the clothing through BioWare crafting) remain, even after server reset.
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| Off-world items do not vanish in these chests after server reset either.
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| These containers must be plot. Cost: 75,000.
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| 2. EP-Chest(expandable): An EP-Chest is a text based system that stores items.
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| All items are listed alphabetically. These storage containers have True-Persistence.
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| This storage is best utilized for large inventories, like the storing of crafting components.
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| However, it can be used as a normal storage chest for smaller inventories too.
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| Initial storage capability is 400 squares of storage, and infinite menu pages
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| (or any number of different items).
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| Storage capacity (number of squares) can be bought up In-game.
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| +200 squares of storage = 40,000
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| Infinite storage capability costs approximately 1,120,000 gold total.
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| Chest must be plot and key locked, no variation allowed. Cost: 150,000.
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| 3. Donation EP-Chest: A Donation EP-Chest is a variation on the EP-Chest, text based storage system.
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| These storage containers have True-Persistence.
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| Any player may place an item into the chest.
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| ONLY the character with the right key can SEE and REMOVE the items in the chest.
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| Initial storage capability is 200 squares of storage, and one menu page.
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| This can be bought up In-game in increments for added storage capacity and pages.
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| Chest must be plot and key locked, no variation allowed.
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| Cost: 150,000 for base Donation EP-Chest.
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| Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:
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| +1 Menu page = 60,000 gold
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| +200 squares of storage = 40,000
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| Infinite storage capability costs approximately 1,120,000 gold total.
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| A note on traps: Unlike traps placed by players, it is not possible to have traps that recognize 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.)
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| ==Available resources==
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| '''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)''
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| '''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.
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| '''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''']
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| '''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.
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| '''3.5)''' If there is a script you know is already on Avlis but is not included, [http://avlis.org/ucp.php?i=pm&mode=compose&u=9202 send a PM to Micah titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.
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| '''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
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| ==Submission process==
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| '''4.1)''' You are to design your own house or find someone to do it for you.
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| '''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''avlisplayerhousing@hotmail.com'''<br><br>
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| Please label the .rar file as follows: '''PH_<Avlis Board Name>_<Server>_<House Name>_<MMDDYY>'''<br><br>
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| EXAMPLES:<br>
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| PH_CPU_Mikona_JanusHouse_092904.rar
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| PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip
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| PH_Arandil_LeOr_QuicksilversBarracks_010110.rar
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| PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar<br>
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| <br>
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| 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.
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| '''4.3)''' Then [http://avlis.org/ucp.php?i=pm&mode=compose&u=9202 send a PM to '''Micah'''] 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.
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| '''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.
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| '''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.
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| '''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.
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| '''4.7)''' Housing keys will not be given until the housing cost is paid in full.
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| ==Naming standards==
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| '''5.1)''' '''Area naming standards'''
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| '''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.
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| '''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.
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| '''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.
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| '''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)
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| 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)
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| '''5.2)''' '''Item naming standards (keys and guild items)'''
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| '''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.
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| '''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&postorder=asc&start=33 Guidlines for making guild items thread.]
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| '''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.
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| '''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.]
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| '''5.2.5)''' The tag of all player housing keys must start with ''Key_''.
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| '''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.
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| '''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.
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| '''5.2.8)''' All keys must contain no additional properties.
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| '''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.
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| '''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.
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| ==Revisions==
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| When submitting a revision for an existing house you use a blank housing spreadsheet.<br>
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| Enter the previous housing cost in the section provided and check YES for the update section.<br>
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| Add '''ONLY''' the new additions/modifications to the spreadsheet.
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| ==Previous housing threads==
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| 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.
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| [http://www.avlis.org/viewtopic.php?t=8261 Player housing & Prices - Strangg - Sep 18,2002]
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| [http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]
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| [http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]
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| [[Category:Rules|Player Housing]] | | [[Category:Rules|Player Housing]] |