Rules:Player Housing

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Rules for Building

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.

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.

1.3) No custom items will be accepted for inclusion into the palette. The exceptions to this rule are guild items and keys. Keys do not have to be key objects, but they are to have no special properties added to them. Guild items fall under their own list of requirements and will not be discussed here.

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.

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.

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...)]]

1.7) NPC's cost 50,000 gold each. Any NPC added to player housing is to have a CR of no higher than 1/8.Player Housing NPC's will leave a corpse when killed. A P-merchant is considered an NPC. A P-merchant costs 120,000. Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold. Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls. Requirements for NPC's:

Required NPC Statistics:

Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.
Classes: Must be Commoner, level 1
Skills: NPC's can have NO Skills.
Advanced: Faction: Commoner; 
Feats: NPC's can have NO Feats.
Spells: NPC's can have NO Spells.
Special Abilities: NPC's can have NO Special Abilities.
P-merchants:
P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of
storage capacity on that page.  
These limits can be bought up in game:
+1 menu page (10 different items) = 60,000 gold
+200 squares of storage capacity = 40,000 gold.
Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.

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.

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).

1.10) Plants that produce crafting placeables are NOT allowed in single player housing. Exceptions may be considered for Avlis guilds. Before including any plants send a PM to Avlis Player Housing to make sure your guild qualifies. 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:

Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.
This list is not exustive, if something is not on this list it does not necessarily mean you 
are allowed it, it just means there is a higher chance you will be.
Marrowroot
Angel's Tears
Bleeding Heart Bloom
Desert Lilly
Glowing mold Spores
Gray moss bud
Golden Lotus
Mountian Rosebud
Belladonna
Plantain leaf
Silver Mushroom
Cactus Bloom
Stinging Nettle
Stonebush Bean
Timmane's Bulb
T'nanshi creeper
Yarrow bloom
Wintermint


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.

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.

Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted. There are no exceptions.

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.

1.13) Before submitting a house, remove all OnDeath event scripts from all doors.

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.

1.15) A house may consist of a maximum of 5 different areas. This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team. An area is not a room or section of the house, it is an area as listed in the toolset.

1.16) Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis.

1.17) Any OOC cost saving measures shall be considered a form of cheesing. Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.

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.

1.19) Magic portals are not allowed in private Player Housing.

1.20) The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing. No player may have more than one character that shares a player house. 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.

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: (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)

avlis_ext_1(the others are for future use)
avlis_main1_3
copaphak4_5
cep1patch152
cep1patch150
cep1patch
cep2da
cepanatomy
cepbaseitem
cepcreature
cepplace
cepportrait
ceptexture
universal_4_5

and the copaptlk3_5.tlk in the tlk section.

Followed by any module specific tileset haks, these are only needed if you are making external areas. Module Specific Tileset Haks (for making external areas):

Mikona:

nwalleys11

Wilderness:

drylands

Le'Or:

treecity_2

Deglos: (in this order)

mountaincity
rockcitysou
rockcity
velsmines
abyss
gestaltcaves
lavacaves
rocky_mountains

Ferrell:

cfr_cg04_1.30

Kuras: (In this order)

kuras_temp (before avlis_main1_3)
tm_tilesets-v91b
tw010
fortress
dracon_temp 

Visimontium/Northern Deglos: (in this order)

jxp_master_a
jxp_forest
jxp_mountains
rockycitysou
rockycity
velsmines
gestaltcaves
lavacaves 
ci_blank_tin01
ctp_genericdoors

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.


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.

1.23) Pricing, rules or conditions may be changed at any time by the Avlis team


Pricing

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.

2.2) For persistent storage you must first buy the placeable and then add persistence to it.

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.

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.

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.

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

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.

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.

The requirements for purchasing an Inn are:

  • Must not be on the "Watch list"
  • Must have been playing on Avlis at least 6 months
  • Must have general approval of the DM staff
  • Must build a new inn (existing ones are not for sale)
  • Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]


Pricing Guidelines

Building
Per tile (minimum 4) 5,000
Per floor (ex first) 5,000 +
Containers (as per table below for each of the 4 parts)
Doors (as per table below for each of the 4 parts)
Persistance 30,000
Persistance (display) 80,000
Plot door/placeable 120,000
Additional keys 500
Combat dummies 2,500
Archery targets 2,500
Ale kegs 5,000
Basic crafting placeable 25,000
Basic Crafting placeable (all 5) 100,000
Jewelcrafting placeable 100,000
Piggybank 150,000
Crafting plant 5,000 +
0 0 gp
1 200 gp
2 400 gp
3 600 gp
4 800 gp
5 1,000 gp
6 1,200 gp
7 1,400 gp
8 1,600 gp
9 1,800 gp
10 2,000 gp
11 2,500 gp
12 3,000 gp
13 3,500 gp
14 4,000 gp
15 4,500 gp
16 5,000 gp
17 5,500 gp
18 6,000 gp
19 6,500 gp
20 7,000 gp
21 7,700 gp
22 8,400 gp
23 9,100 gp
24 9,800 gp
25 10,500 gp
26 11,200 gp
27 11,900 gp
28 12,600 gp
29 13,300 gp
30 14,000 gp
31 15,000 gp
32 16,000 gp
33 17,000 gp
34 18,000 gp
35 19,000 gp
36 20,000 gp
37 21,000 gp
38 22,000 gp
39 23,000 gp
40 24,000 gp
Key-only 10,000 gp
Furnishings (avg for 4x4 building)
Furnishings - low (eg. Bedroll) 5,000
Furnishings - mid (eg. Cot) 10,000
Furnishings - high (eg. Bed) 20,000
Traps
Per 1 point DC detect 500
Per 1 point DC remove 500
Resetting 5,000
Weak 1,000
Average 2,000
Strong 4,000
Fatal 8,000
undectable 150,000
undisarmable 150,000
Hirelings/NPCs
Scribe 75,000 (Prior permission required before submission.)
Persistent Merchants 120,000 for base model, expandable in game
NPC's 50,000 each. (servants / pets / etc...)

Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.

Types of Persistent Containers available:
1. P-Chest: This is the standard chest used at Inn's in Avlis.  
They have True-Persistence, meaning that any alterations made to items 
(dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting)
remain, even after server reset. 
Off-world items do not vanish in these chests after server reset either. 
Cost varies depending on the hardness, hitpoints, fortitude of the chest and lock attributes.
2. Display Case:  This is a variation on the P-chest.  
It allows characters to see items in the p-chest,
but only those with the proper key can take those items out.  
They have True-Persistence. Cost varies depending on the hardness, hitpoints, fortitude.
They are generally more expensive then a P-Chest. 
3. EP-Chest: An EP-Chest is a text based system that stores items. 
All items are listed aphabetically.  These storage containers are persistent, but DO NOT have 
True-Persistence. 
Therefore, off-world items will vanish after server reset and any alterations made to items will
reset back to the original palette version on server reset. 
This storage is best utilized for large inventories, like the storing of crafting components.
However, it can be used as a normal storage chest for smaller inventories too.
Initial storage capability  is 400 squares of storage, and infinite menu pages
(or any number of different items). 
Storage capacity (number of squares) can be bought up In-game. 
+200 squares of storage = 40,000
Chest must be plot and key locked, no variation allowed.  Cost: 150,000.
4. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. 
These storage containers are persistent, but DO NOT have True-persistence. 
Therefore, off-world items will vanish after server reset and any alterations made to items will 
reset back to the original palette version on server reset. 
Any player may place an item into the chest, 
ONLY the character with the right key can SEE and REMOVE the items in the chest. 
Initial storage capability is 200 squares of storage, and one menu page. 
This can be bought up In-game in increments for added storage capacity and pages.  
Chest must be plot and key locked, no variation allowed.  
Cost: 150,000 for base Donation EP-chest. 
Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:
+1 Menu page = 60,000 gold
+200 squares of storage = 40,000
Infinite storage capability costs approximately 1,000,000 gold total.

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.)

Available resources

3.1) The scripts available for use along with supporting information are downloadable from http://www.epignosis.info/download.php?list.8. (file last updated 26 November 2005)

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, you need to import the Archery tagets & Combat dummies erf available from http://www.epignosis.info/download.php?view.85

3.3) An erf that adds the piggybank placeable to the palette available from http://www.epignosis.info/download.php?view.90.

3.4) A spreadsheet that will calculate the housing cost for you is available from http://www.epignosis.info/download.php?view.84. This must be included with the submission. The current version is 2.2, do not use earlier or unmarked verions.

3.5) If there is a script you know is already on Avlis but is not included, http://www.avlis.org/privmsg.php?mode=post&u=10819]send a PM to Avlis Player Housing asking for its inclusion. If the script is suitable, it will be included.

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


Submission process

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.

4.2) Submit your house (either as an erf or a mod file) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via http://www.epignosis.info/upload.php. Please label the uploaded file as follows:

PlayerHousing_<Avlis Board Name>_<Module Location>_<Module Name>

EXAMPLES: PlayerHousing_CPU_Mikona_JanusHouse.rar

PlayerHousing_Katroine_Wilderness_Gracie'sArtistsAbode.zip

PlayerHousing_Arandil_LeOr_QuicksilversBarracks.rar

PlayerHousing_GreyLynx_LeOr_GreenTowerGuildHouse.rar

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.

4.3)Then send a PM to Avlis Player Housing 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.

4.4) Once your house has been submitted it will join the que at the bottom, do not expect instant attention.

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.

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.

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.


Naming standards

5.1) Area naming standards

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.

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.

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.

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)

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)

5.2) Item nameing standards (keys and guild items)

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.

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 Guidlines for making guild items thread.

5.2.3) The tag of all non-leader guild items must start with Gld_U_.

5.2.4) The preperties an values on guild items must be those allowed, as shown in the Guidlines for making guild items thread.

5.2.5) The tag of all player housing keys must start with Key_.

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.

5.2.7) All items must be marked plot, and must not be marked as undropable.

5.2.8) All keys must contain no additional properties.

5.2.9) All keys must be located is the Special 2 section of the palette.

5.2.10) All guild items must be located is the Special 5 section of the palette.


Previous housing threads

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.

Player housing & Prices - Strangg - Sep 18,2002

Player Housing Pricing and Rules ? Marauder - Dec 05, 2003

How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003