Townhouse System (Modernized)
A streamlined, ownership-based property system for converting existing unused houses into player owned areas as a limited version of a regular house. This version removes legacy logic in favor of a robust, gump-driven ownership model.
Key Refinements
- Consolidation: Merged 4 files into TownHouseController.cs.
- Simplified Logic: Removed renting, lease tracking, and moving crates.
- Persistence: Items remain physically in place on eviction/abandonment (become immovable/unclaimed).
- Modernized UI: Updated Gumps with pagination, IsSecure tooltips, and region-hook bans.
System Mechanics
- Gold Sink: No limit on the number of townhouses owned per character.
- Limitations: Native housing items (e.g., house-to-house teleporters) are non-functional.
- Wipe Policy: GM-selectable LeaveAsIs (default) or WipeItemsInBounds on transfer.
Core Features
- Global Index ([TownHouses): Shard-wide registry for teleportation and property management.
- Configuration: Visual 3D bound-setting (X, Y, Z) and price setup via sign gump.
- Access & Security: Gump-driven Friends/Co-Owner/Ban lists and Lockdown/Secure/Release tools.
- Player Sales: Owners can set prices for direct purchase; gold transfers automatically to the seller's bank.
Files & Commands
Place in Scripts/Custom/Townhouses/:
- TownHouseController.cs: Core logic and regions.
- TownHouseSignGump.cs: Property interface.
- TownHouseSystem.cs: Registry and Index gump.
Commands:
- [add TownHouseController: Create a new property sign.
- [TownHouses: Open the Global Index of all existing townhouses.
-
Townhouse Admin View.jpg
419.7 KB
· Views: 219
-
Townhouse Player View.jpg
518.5 KB
· Views: 219
-
Townhouse Admin Listing.jpg
469.1 KB
· Views: 219