public static bool HasHouse( Mobile m )
        {
            if ( m == null )
                return false;
            List<BaseHouse> list = null;
            m_Table.TryGetValue( m, out list );
            if ( list == null )
                return false;
            // # of Houses per Account 0=1, 1=2, 2=3 per account etc etc
            for ( int i = 2; i < list.Count; ++i )
            {
                BaseHouse h = list[i];
                if ( !h.Deleted )
                    return true;
            }
            return false;
        }http://lmgtfy.com/?q=site:runuo.com house limitDoes anyone know which .cs files i need to modify to change the number of accounts per ip and number of houses allowed per account ? Simple lol question but has yet to be captured by my never ending search . Thanks as always for everyone's input.
I've always done it in the HasAccountHouse method.
public override void OnResponse(Server.Network.NetState sender, RelayInfo info)
        {
            if (!this.m_From.CheckAlive() || this.m_From.Backpack == null || this.m_From.Backpack.FindItemByType(typeof(HousePlacementTool)) == null)
                return;
            int index = info.ButtonID - 1;
            if (index >= 0 && index < this.m_Entries.Length)
            {
                if (this.m_From.AccessLevel < AccessLevel.GameMaster && BaseHouse.HasAccountHouse(this.m_From))
                    this.m_From.SendLocalizedMessage(501271); // You already own a house, you may not place another!
                else
                    this.m_From.Target = new NewHousePlacementTarget(this.m_Entries, this.m_Entries[index]);
            }
            else
            {
                this.m_From.SendGump(new HousePlacementCategoryGump(this.m_From));
            }
        }public override void OnResponse(Server.Network.NetState sender, RelayInfo info)
        {
            if (!this.m_From.CheckAlive() || this.m_From.Backpack == null || this.m_From.Backpack.FindItemByType(typeof(HousePlacementTool)) == null)
                return;
            int index = info.ButtonID - 1;
            if (index >= 0 && index < this.m_Entries.Length)
            {
                    this.m_From.Target = new NewHousePlacementTarget(this.m_Entries, this.m_Entries[index]);
            }
            else
            {
                this.m_From.SendGump(new HousePlacementCategoryGump(this.m_From));
            }
        } if (from.AccessLevel > AccessLevel.GameMaster && BaseHouse.HasAccountHouse(from))
                        {
                            from.SendLocalizedMessage(501271); // You already own a house, you may not place another!
                        }if (from.AccessLevel < AccessLevel.GameMaster && BaseHouse.HasAccountHouse(from))
                        {
                            //from.SendLocalizedMessage(501271); // You already own a house, you may not place another!
                            BaseHouse house = this.ConstructHouse(from);
                        }if i am not mistaken the int count = 0; should be changed to one?
BaseHouse.cs CHANGES
// turn on decay for ALL
Change
            if (!Core.AOS)
                 return DecayType.ManualRefresh;
to
            if (Core.AOS)
                    return DecayType.ManualRefresh;
// unlimited houses
public static bool HasAccountHouse(Mobile m)
        {
            Account a = m.Account as Account;
            if (a == null)
                return false;
            if(HasHouse(m))
            {
                return false; // changed from true to false
            }
            int count = 0;
            for (int i = 0; i < a.Length; ++i)
            {
                if (a[i] != null && HasHouse(a[i]))
                {
                    ++count;
                }
            }
            return count >= m_AccountHouseLimit;
        }        public static bool HasHouse(Mobile m)
        {
            if (m == null)
                return false;
            List<BaseHouse> list = null;
            m_Table.TryGetValue(m, out list);
            if (list == null)
                return false;
            // # of Houses per Account 0=1, 1=2, 2=3 per account etc etc
            for ( int i = 5; i < list.Count; ++i )
            {
                BaseHouse h = list[i];
                if (!h.Deleted)
                    return true;
            }
            return false;
        }
        public static bool HasAccountHouse(Mobile m)
        {
           // unlimited housing for the specified staff level and above
            if(m.AccessLevel >= AccessLevel.GameMaster) return false;
            Account a = m.Account as Account;
            if (a == null)
                return false;
            // allow for a limited number of houses for the rest
            int nHouses = 5;
            for ( int i = 5; i < a.Length; ++i )
            {
                Mobile mob = a[i];
                if ( mob != null )
                    nHouses += GetHouses( mob ).Count;
            }
            // 6 houses per account limit
            if(nHouses >= 6) return true;
            return false;
        }For basehouse.cs ,yesDid you change the Config file for Housing?

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