House System - For Builders

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Revision as of 20:09, 30 May 2026 by ItsABadger (talk | contribs)

Short guide to houses for builders on Sinfar.


When adding new houses, it must be a door with a unique TAG and there must be a door sign within a short distance of the door.

  • The standard door tag is DR_PREFIX_AREA_PHx

For example, if you're working in Sinifer (prefix: sin or sinfar), the door tag could be DR_SIN_WF2_PH1. Keep incrementing the number and never have a double!

  • The tag of the house sign must be P_HOME_SIGN

Variables for house signs:

  • HOME_TILESETS[string] - The ResRef of the allowed tilesets with ; as delimiter.
  • HOME_COST_MOD[float] - A multiplier for the price of the house.
  • HOME_HEIGHT[int]
  • HOME_WIDTH[int]
  • HOME_AREA_COUNT[int]
  • NO_BUY[int] - If set to 1, will not appear at a realtor (must have a builder/DM edit the variable on the sign to purchase).

To have a realtor, make an NPC with the conversation home_seller

The NPC can have the following variables:

  • HOME_AREA_PREFIXES[string] - Only shows areas of the listed prefixes, uses ; as delimiter
  • HOME_AREA_EXCLUDED[string] - will NOT show areas of the listed prefixes, uses ; as delimiter


Tilesets and their names, taken from the home_include:

    if (sTilesetResRef == "tbw01") return "Barrows Interior";

    if (sTilesetResRef == "tic01") return "Castle Interior 1";

    if (sTilesetResRef == "tni02") return "Castle Interior 2";

    if (sTilesetResRef == "tin01") return "City Interior 1";

    if (sTilesetResRef == "tni01") return "City Interior 2";

    if (sTilesetResRef == "tdc01") return "Crypts";

    if (sTilesetResRef == "tid01") return "Drow Interior";

    if (sTilesetResRef == "twc03") return "Fort Interior";

    if (sTilesetResRef == "tii01") return "Illithid Interior";

    if (sTilesetResRef == "tdr01") return "Ruins";

    if (sTilesetResRef == "tib01") return "Beholder Caves";

    if (sTilesetResRef == "tno01") return "Castle Exterior, Rural";

    if (sTilesetResRef == "tcn01") return "City Exterior";

    if (sTilesetResRef == "ttd01") return "Desert";

    if (sTilesetResRef == "tde01") return "Dungeon";

    if (sTilesetResRef == "ttf01") return "Forest";

    if (sTilesetResRef == "tti01") return "Frozen Wastes";

    if (sTilesetResRef == "tms01") return "MicroSet";

    if (sTilesetResRef == "tdm01") return "Mines and Caverns";

    if (sTilesetResRef == "ttr01") return "Rural";

    if (sTilesetResRef == "tts01") return "Rural Winter";

    if (sTilesetResRef == "tdt01") return "Sea Caves";

    if (sTilesetResRef == "tds01") return "Sewers";

    if (sTilesetResRef == "tsw01") return "Steamworks";

    if (sTilesetResRef == "ttz01") return "Tropical";

    if (sTilesetResRef == "ttu01") return "Underdark";

    if (sTilesetResRef == "gi") return "Gothic Interior";

    if (sTilesetResRef == "gg") return "Gothic Garden";

   

    // Added some missing tiles Serenity 2013/1/24

    if (sTilesetResRef == "zkw01") return "[CEP] Swamp";

    if (sTilesetResRef == "ttw01") return "Wild Woods";

    if (sTilesetResRef == "twl01") return "Wildlands";

    if (sTilesetResRef == "twl02") return "Wildlands Winter";

    if (sTilesetResRef == "sic11") return "Sen's Rural Inn";

    if (sTilesetResRef == "sic01") return "Sen's Icy Caverns";

   

    // Added some missing tiles Serenity 2013/2/10

    if (sTilesetResRef == "scv01") return "Sen UD2 Mines and Caverns";

    if (sTilesetResRef == "sdg01") return "Sen UD1 Main";

    if (sTilesetResRef == "tvd") return "Versatile Dungeon";

   

    if (sTilesetResRef == "tcr10") return "Complete Rural/City";

   

    if (sTilesetResRef == "wdd04") return "Worms Fantasy Interiors";

    if (sTilesetResRef == "tced0") return "CTP Babylon";

    if (sTilesetResRef == "wlf01") return "WoRms_Scorched_Earth";

   

    //rado_d20 hak, interior

    if (sTilesetResRef == "thv01") return "CODI, Stem Interior";

    if (sTilesetResRef == "fifi1") return "PHoD Bunker 1";

    if (sTilesetResRef == "fifi2") return "PHoD Bunker 2";

    if (sTilesetResRef == "fifi3") return "PHoD Bunker 3";

    if (sTilesetResRef == "mbc31") return "PHoD Metal Vault Interior";

    if (sTilesetResRef == "phodd") return "PHoD Vault - Ancient";

    if (sTilesetResRef == "phoda") return "PHoD Vault - Exotic";

    if (sTilesetResRef == "phode") return "PHoD Vault - Lumpy";

    if (sTilesetResRef == "phodf") return "PHoD Vault - Murkey";

    if (sTilesetResRef == "phodb") return "PHoD Vault - Strange";

    if (sTilesetResRef == "phodc") return "PHoD Vault - Tainted";

    if (sTilesetResRef == "shp02") return "[SW] Starship Interiors";

    if (sTilesetResRef == "udp2") return "UDP2 - Office Interiors";

    //... exterior

    if (sTilesetResRef == "tps01") return "CODI, Sigil";

    if (sTilesetResRef == "tsr02") return "PHoD Metal Wasteland";

    if (sTilesetResRef == "udp1") return "UDP1 - Suburbs";

    if (sTilesetResRef == "wlu01") return "Wasteland, Urban 2.0";

   

    //_at hak, interior

    if (sTilesetResRef == "nex01") return "Ship Interior";

    if (sTilesetResRef == "tis01") return "SJ Wood Interior";

    if (sTilesetResRef == "tms01") return "Worms Travel Interior (Microset)";

    //... exteriors

    if (sTilesetResRef == "wcs10") return "Worm's Cypress Bayou";

    if (sTilesetResRef == "wdj01") return "Worm's Dense Jungle";

    if (sTilesetResRef == "wdp01") return "WoRm's Desert Plains";

    if (sTilesetResRef == "wms01") return "WoRm's Mirkwood Swamps";

    if (sTilesetResRef == "wcc01") return "Worm's Outer Limits";

    if (sTilesetResRef == "wut01") return "WoRms's Undersea Tileset";

    if (sTilesetResRef == "wlf01") return "WoRm's Scorched Earth";

    // sinfar_gavin_25

    if (sTilesetResRef == "isc01") return "Deep Dungeon";

    if (sTilesetResRef == "isc02") return "Undercity Sewers";

    if (sTilesetResRef == "isc04") return "Dwarven Chasms";

    if (sTilesetResRef == "twl04") return "Catacombs";

   

    //Added by Xor after v27 update

    if (sTilesetResRef == "tte30") return "Arena";

    if (sTilesetResRef == "cdlif") return "Classic Dungeon";

    if (sTilesetResRef == "bvi80") return "Elven Interiors, Marble";

    if (sTilesetResRef == "pie23") return "Elven Interiors, Wooden";

    if (sTilesetResRef == "thf02") return "Elven Treetop City";

    if (sTilesetResRef == "tei01") return "Eye of the Beholder";

    if (sTilesetResRef == "fla01") return "Fancy Castle";

    if (sTilesetResRef == "tcdh0") return "Future, Secret Base";

    if (sTilesetResRef == "tcm01") return "Medieval City";

    if (sTilesetResRef == "tfm01") return "Medieval Forest";

    if (sTilesetResRef == "tei02") return "Medieval Keep Interior";

    if (sTilesetResRef == "trm01") return "Medieval Rural";

    //problem with tnox4 the game shows it as tms02

    //if (sTilesetResRef == "tnox4") return "NWN2 Houses";

    if (sTilesetResRef == "tms02") return "NWN2 Houses";

    if (sTilesetResRef == "ori02") return "Oriental Interior";

    if (sTilesetResRef == "ori01") return "Oriental Rural";

    if (sTilesetResRef == "tps01") return "Sigil, Exterior [CODI]";

    if (sTilesetResRef == "zkw01") return "Swamps [CEP]";

    if (sTilesetResRef == "mbc30") return "White Marble Castle";

    if (sTilesetResRef == "wks01") return "Workshop";

    if (sTilesetResRef == "wsf10") return "Worms Forest Summer";

    if (sTilesetResRef == "tjj01") return "Worms Jungle Mountains";

   

    //Moved by Xor since this was labeled as deprecated to be removed in v28

    if (sTilesetResRef == "zic01") return "[CEP] Castle Interior 1";

    if (sTilesetResRef == "zcn01") return "[CEP] City Exterior";

    if (sTilesetResRef == "zib01") return "[CEP] Beholder Caves";

    if (sTilesetResRef == "zin01") return "[CEP] City Interior 1";

    if (sTilesetResRef == "zdc01") return "[CEP] Crypts";

    if (sTilesetResRef == "ztd01") return "[CEP] Desert";

    if (sTilesetResRef == "zid01") return "[CEP] Drow Interior";

    if (sTilesetResRef == "zde01") return "[CEP] Dungeon";

    if (sTilesetResRef == "ztf01") return "[CEP] Forest";

    if (sTilesetResRef == "zti01") return "[CEP] Frozen Wastes";

    if (sTilesetResRef == "zdm01") return "[CEP] Mines and Caverns";

    if (sTilesetResRef == "ztr01") return "[CEP] Rural";

    if (sTilesetResRef == "zts01") return "[CEP] Rural Winter";

    if (sTilesetResRef == "ztu01") return "[CEP] Underdark";