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BaseHouse : BaseMulti, IHued, IComparable<Item>, ISerializable, ISpawnable, IEntity, IPoint3D, IPoint2D, IComparable, IComparable<IEntity>

Derived Types: Castle, GuildHouse, HouseFoundation, Keep, LargeMarbleHouse, LargePatioHouse, LogCabin, SandStonePatio, SmallOldHouse, SmallShop, SmallTower, Tower, TwoStoryHouse, TwoStoryVilla

Nested Types: FixColumnTimer, TransferItem

(static) List<BaseHouse> AllHouses( get; )
(static) int MaxBans( get; )
(static) int MaxFriends( get; )
(static) bool NewVendorSystem( get; )
(static) bool CheckAccessible( Mobile m, Item item )
(static) bool CheckHold( Mobile m, Container cont, Item item, bool message, bool checkItems, int plusItems, int plusWeight )
(static) bool CheckLockedDown( Item item )
(static) bool CheckLockedDownOrSecured( Item item )
(static) bool CheckSecured( Item item )
(static) void Configure()
(static) void Decay_OnTick()
(static) BaseHouse FindHouseAt( Mobile m )
(static) BaseHouse FindHouseAt( Item item )
(static) BaseHouse FindHouseAt( Point3D loc, Map map, int height )
(static) List<BaseHouse> GetHouses( Mobile m )
(static) void HandleDeletion( Mobile mob )
(static) bool HasAccountHouse( Mobile m )
(static) bool HasHouse( Mobile m )
(static) void IsThereVendor( Point3D location, Map map, out bool vendor, out bool rentalContract )
(ctor) BaseHouse( Serial serial )
(ctor) BaseHouse( int multiID, Mobile owner, int MaxLockDown, int MaxSecure )
ArrayList Access( get; set; )
ArrayList Addons( get; set; )
Rectangle2D[] Area( get; )
Point3D BanLocation( get; set; )
ArrayList Bans( get; set; )
Point3D BaseBanLocation( get; )
double BonusStorageScalar( get; )
DateTime BuiltOn( get; set; )
bool CanDecay( get; )
HousePlacementEntry ConvertEntry( get; )
int ConvertOffsetX( get; )
int ConvertOffsetY( get; )
int ConvertOffsetZ( get; )
ArrayList CoOwners( get; set; )
DecayLevel DecayLevel( get; )
TimeSpan DecayPeriod( get; )
bool Decays( get; )
DecayType DecayType( get; )
int DefaultPrice( get; )
ArrayList Doors( get; set; )
ArrayList Friends( get; set; )
bool HasAddonContainers( get; )
bool HasPersonalVendors( get; )
bool HasRentedVendors( get; )
ArrayList InternalizedVendors( get; )
bool IsActive( get; )
bool IsAosRules( get; )
DateTime LastRefreshed( get; set; )
DateTime LastTraded( get; set; )
int LockDownCount( get; )
ArrayList LockDowns( get; )
int MaxLockDowns( get; set; )
int MaxSecures( get; set; )
MovingCrate MovingCrate( get; set; )
DateTime NextDecayStage( get; set; )
Mobile Owner( get; set; )
ArrayList PlayerBarkeepers( get; )
ArrayList PlayerVendors( get; )
int Price( get; set; )
bool Public( get; set; )
Region Region( get; )
Point3D RelativeBanLocation( get; set; )
ArrayList RelocatedEntities( get; )
bool RestrictDecay( get; set; )
TimeSpan RestrictedPlacingTime( get; )
int SecureCount( get; )
ArrayList Secures( get; )
HouseSign Sign( get; set; )
ArrayList VendorInventories( get; )
ArrayList VendorRentalContracts( get; )
int Visits( get; set; )
void AddCoOwner( Mobile from, Mobile targ )
void AddDoor( BaseDoor door, int xoff, int yoff, int zoff )
BaseDoor AddEastDoor( int x, int y, int z )
BaseDoor AddEastDoor( int x, int y, int z, uint k )
BaseDoor AddEastDoor( bool wood, int x, int y, int z )
BaseDoor AddEastDoor( bool wood, int x, int y, int z, uint k )
void AddFriend( Mobile from, Mobile targ )
void AddSecure( Mobile m, Item item )
BaseDoor AddSouthDoor( int x, int y, int z )
BaseDoor AddSouthDoor( bool wood, int x, int y, int z )
BaseDoor AddSouthDoor( int x, int y, int z, uint k )
BaseDoor AddSouthDoor( bool wood, int x, int y, int z, uint k )
BaseDoor[] AddSouthDoors( int x, int y, int z )
BaseDoor[] AddSouthDoors( int x, int y, int z, uint k )
BaseDoor[] AddSouthDoors( bool wood, int x, int y, int z, uint k )
BaseDoor[] AddSouthDoors( bool wood, int x, int y, int z, bool inv )
void AddStrongBox( Mobile from )
void AddTrashBarrel( Mobile from )
bool AreThereAvailableVendorsFor( Mobile m )
ArrayList AvailableVendorsFor( Mobile m )
void Ban( Mobile from, Mobile targ )
void BeginConfirmTransfer( Mobile from, Mobile to )
virtual bool CanPlaceNewBarkeep()
virtual bool CanPlaceNewVendor()
void ChangeLocks( Mobile m )
virtual void ChangeSignType( int itemID )
bool CheckAccessibility( Item item, Mobile from )
virtual bool CheckAosLockdowns( int need )
virtual bool CheckAosStorage( int need )
virtual bool CheckDecay()
SecureAccessResult CheckSecureAccess( Mobile m, Item item )
bool CheckTransferPosition( Mobile from, Mobile to )
void ConfirmTransfer_Callback( Mobile to, bool ok, object state )
uint CreateKeys( Mobile m )
virtual void Decay_Sandbox()
virtual void Deserialize( GenericReader reader )
void DropToMovingCrate( Item item )
void EndConfirmTransfer( Mobile from, Mobile to )
virtual Guildstone FindGuildstone()
void FixLockdowns_Sandbox()
virtual int GetAosCurLockdowns()
virtual int GetAosCurSecures( out int fromSecures, out int fromVendors, out int fromLockdowns, out int fromMovingCrate )
virtual HousePlacementEntry GetAosEntry()
virtual int GetAosMaxLockdowns()
virtual int GetAosMaxSecures()
virtual HouseDeed GetDeed()
List<IEntity> GetHouseEntities()
List<Item> GetItems()
int GetLockdowns()
List<Mobile> GetMobiles()
virtual int GetNewVendorSystemMaxVendors()
DecayLevel GetOldDecayLevel()
void GrantAccess( Mobile from, Mobile targ )
bool HasAccess( Mobile m )
bool HasSecureAccess( Mobile m, SecureLevel level )
bool InRange( IPoint2D from, int range )
bool IsBanned( Mobile m )
virtual bool IsCombatRestricted( Mobile m )
bool IsCoOwner( Mobile m )
bool IsFriend( Mobile m )
bool IsGuildMember( Mobile m )
bool IsInside( Item item )
bool IsInside( Mobile m )
virtual bool IsInside( Point3D p, int height )
bool IsLockedDown( Item check )
bool IsNewer( BaseHouse check, BaseHouse house )
bool IsOwner( Mobile m )
bool IsSecure( Item item )
void Kick( Mobile from, Mobile targ )
virtual void KillVendors()
bool LockDown( Mobile m, Item item )
bool LockDown( Mobile m, Item item, bool checkIsInside )
BaseDoor MakeDoor( bool wood, DoorFacing facing )
void MoveAllToCrate()
virtual void OnAfterDelete()
virtual void OnDelete()
virtual void OnLocationChange( Point3D oldLocation )
virtual void OnMapChange()
virtual bool RefreshDecay()
void Release( Mobile m, Item item )
void ReleaseSecure( Mobile m, Item item )
void RelocateEntities()
void RemoveAccess( Mobile from, Mobile targ )
void RemoveBan( Mobile from, Mobile targ )
void RemoveCoOwner( Mobile from, Mobile targ )
void RemoveFriend( Mobile from, Mobile targ )
void RemoveKeys( Mobile m )
void RemoveLocks()
void ResetDynamicDecay()
void RestoreRelocatedEntities()
virtual void Serialize( GenericWriter writer )
void SetDynamicDecay( DecayLevel level )
void SetLockdown( Item i, bool locked )
void SetLockdown( Item i, bool locked, bool checkContains )
void SetSign( int xoff, int yoff, int zoff )
virtual void UpdateRegion()