> > However, I don't see this issue with my client. What client are you using? > It could be your client doesn't support the singular/plural names properly, and > so it always displays the plural names. > It very well could be the client since I noticed this in the DX client. > > > > > 1,Scorn,house,100000,vacant > > So what is the format of that? > > 1: Lot number > Scorn: Descriptive location of where the lot is? > house: Type of lot? > 100000: cost? > vacant: status (so a player name could also be here) Yes , lot number is the primary key, location is reported back to narrow down the search for a particular lot, house is the type of arch that is on the lot (could be a hut, a house a keep a castle a cave, whatever arch is physically on the map), the price I added in to make it easy to include custom maps and the vacant is replace with a player name when the lot is purchased. If you wanted to have a cave on lot 34 you come up with a map in /Lots/Lot34/cave1, cave 2; make an appropriate linking exit on the world map; and put the following info into the Lots file: 34,outside Scorn,cave,30000,vacant > > I don't see too much issue of the deed being visible - we already have lots > of current visible tokens (library cards, gate passes, port passes, etc). Maybe > someone should make a 'wallet' container. > > In some sense, the deed can arguably not be important - one could argue that > realistically, the player should be able to give out keys to his house, and the > deed really isn't that important. I didn't want to have the 'deed' (now a key arch so I can use the SetSlaying easier) transferable since it would be a pain if the lot was sold to collect all the keys. I was thinking one key in inventory, non transferable, and this is removed when the lot is sold. There is a global hook to quit which will also be used to search the lots file and reset any entries to the quiting player and to delete the related maps in unique-items - which would get messy if there were other keys out there. The way I am placing the inventory checkers on the map make it easy to allow others to enter certain areas if the owner is standing by the door, and I am thinking of putting in doorbells. > > In terms of the subfolders - are the different lot's somehow different? Or > are they mostly done that way so that the exits are up to date? The lots are different but I imagine that like the guilds there will be some basic templates used for many of them. If anyone wanted to make a few fancy houses it would just require an update to the lots file and adding an exit to an existing map to connect it. It would be nice to be able to change the name of the exit (still trying to figure out how th do that) so that you can see LOT 34 on an exit and then when it is bought you would see Bob's cave (and when sold again it would revert to LOT 34 again). But I suppose this could be done using activate hook on some sign on the lot itself (but it would be cooler to do it on the object name on the parent map). > One thought might be to limit home ownership - since you record what players > own what lots, perhaps put a limit of no more than X houses - in this way, > rich/powerful players couldn't buy up everything. This also means that if they > decide to upgrade to a better residence, they need to sell some of their old > residences. It wouldn't be hard to do this by putting in an inventory check to count the player's 'deed-keys' when buying a house. This would make it a kinder world than our own I guess.