Dwelling Donation Cost

Addon module for Dwellings system. Makes purchasing dwellings require donation points (site points) as payment in addition to gold and gems. Configurable points cost per dwelling type (default: 5 points per dwelling). Track points spent incrementally. Pay for dwelling in installments (points, gold, gems separately). Uses unspent donation points (donation - donationspent pool). Where buying a house costs not just in-game currency but actual real-world money converted to donation points.

Requirements

  • Dwellings module: Core housing system (version 20051118+)
  • Donation system: Site donation/points system (core LoGD)
  • This module: Bridges dwellings and donation points

Without Dwellings module installed, this module does nothing.

How It Works

Purchasing a Dwelling:

  • Browse available dwelling types
  • Each type has THREE costs: gold, gems, AND donation points
  • Example: Cottage = 5000 gold + 2 gems + 5 donation points (default spcost)
  • Pay costs incrementally (like normal Dwellings module)

Paying Donation Points Cost:

  • Visit dwelling purchase page
  • Input field: "Donation Points: [___]"
  • Enter amount of points to spend (from your unspent points pool)
  • Submit → Points deducted from pool, added to dwelling progress
  • Repeat until full points cost paid

Points Tracking:

  • Each dwelling tracks "spspent" pref (site points spent)
  • Remaining points cost = dwelling type spcost - spspent
  • Dwelling incomplete until ALL costs paid (gold, gems, points)

Donation Points Source

Unspent Donation Points Pool:

  • User account tracks two values:
    • donation: Total points ever received
    • donationspent: Total points spent on purchases
  • Available points = donation - donationspent
  • This module spends from available points pool

Getting Donation Points:

  • Donate real money to server (site donation system)
  • Admin grants points manually (special events/rewards)
  • Typical conversion: $1 USD = 100 points (varies by server)
  • Points are permanent (don't expire)

Example Workflow:

  • Donate $5 → receive 500 points
  • Spend 200 points on lodge items → 300 points available
  • Start building dwelling that costs 5 points
  • Pay 3 points → spspent = 3, available = 297 points
  • Pay 2 points → spspent = 5, available = 295 points
  • Points cost complete! (Still need to pay gold/gems)

Validation

Prevents Overspending:

  • Can't spend more points than you have available
  • Can't spend more points than dwelling requires
  • Error messages:
    • "You do not have that many donation points."
    • "You have tried to spend more donation points than you need to."
  • Blocks navigation to build page if validation fails

Input Sanitization:

  • Points input converted to absolute integer: abs((int)httppost('paidsp'))
  • Negative values converted to 0
  • Prevents exploits via negative point inputs

Admin Configuration

Per Dwelling Type:

  • Setting: spcost (default: 5 donation points per dwelling)
  • Configurable per dwelling type (cottage, mansion, castle, etc.)
  • Can set different points costs for different dwelling tiers

Example Settings:

  • Tent: 2 points (cheap starter dwelling, ~$0.02 USD)
  • Cottage: 5 points (moderate dwelling, ~$0.05 USD) - DEFAULT
  • Mansion: 20 points (expensive dwelling, ~$0.20 USD)
  • Castle: 100 points (elite dwelling, ~$1.00 USD)

Economic Balancing:

  • Adjust spcost to control real-money cost of dwellings
  • Higher spcost = more revenue for server, but fewer players can afford
  • Lower spcost = more accessible, but less server revenue
  • Typical strategy: Low cost for basic dwellings, high cost for luxury dwellings

Hooks Used

  • dwellings-pay-costs: Display remaining points cost on dwelling page
  • dwellings-pay-input: Add donation points input field to payment form
  • dwellings-buy-setup: Process points payment, update spspent, deduct from available points
  • dwellings-buy-valuecheck: Validate points payment amount before processing

Impact on Gameplay

Before This Module:

  • Dwellings cost only gold and gems (in-game currency)
  • Donation points used for lodge items, cosmetics, etc.
  • Housing accessible to all players (no real-money requirement)

After This Module:

  • Dwellings require THREE resources: gold, gems, AND donation points
  • Donation points become essential for housing
  • Dwellings become partially pay-to-win (real money advantage)
  • Server generates revenue from housing purchases
  • Free players may be excluded from housing (unless points cost = 0 for some types)

Strategy

For Players:

  • Check dwelling points cost before starting purchase
  • Ensure you have enough unspent donation points
  • Prioritize points spending:
    • Essential: Dwellings (permanent housing)
    • vs Optional: Cosmetics, temporary buffs
  • Pay points cost incrementally (don't waste points if you can't afford full dwelling)

For Free Players:

  • If all dwellings cost points: Housing may be inaccessible
  • Check if server offers free-tier dwellings (spcost = 0)
  • Admin grants or special events may provide free points
  • Consider donating small amount ($1-5) for basic housing

For Admins:

  • Set spcost proportional to dwelling value/prestige
  • Consider offering 1-2 dwelling types at spcost = 0 (accessible to free players)
  • Balance server revenue vs player accessibility
  • Test economy balance before setting high points costs

Comparison to Other Dwelling Cost Modules

Dwelling Donation Cost vs Dwelling Wood Cost:

  • Wood Cost: In-game resource (earned via Lumberyard)
  • Donation Cost: Real-money resource (purchased via donations)
  • Wood = gameplay progression, Donation = pay-to-win
  • Can use both simultaneously (dwelling costs gold + gems + wood + points)

Impact on Player Perception:

  • Adding donation cost may be seen as:
    • Positive: Supports server, rewards donors
    • Negative: Paywall, excludes free players
  • Transparency important: Clearly communicate costs before players invest time

Compatibility

  • Requires Dwellings module 20051118 or later
  • Compatible with Dwelling Wood Cost module (both can be active)
  • Compatible with other dwelling addons (Dwelling Upgrades, etc.)
  • Uses standard donation system (no special modifications needed)

Multiple cost modules can be active simultaneously. Dwelling can require gold + gems + wood + donation points all at once.

Ethical Considerations

Pay-to-Win Concerns:

  • Dwellings provide coffers (storage), sleeping (HP restore), prestige
  • If donation cost is required: Free players excluded from housing benefits
  • Creates gameplay inequality based on real-money spending

Mitigation Strategies:

  • Offer basic dwelling at spcost = 0 (free tier for everyone)
  • Set low points cost (2-5 points = $0.02-0.05, trivial donation)
  • Provide alternative housing (inn rooms) for free players
  • Make donation cost optional (admin can disable by setting spcost = 0 globally)

Transparency:

  • Clearly display points cost on dwelling purchase page
  • Show unspent points available before purchase
  • Inform players upfront if housing requires donations

Limitations

  • Real-Money Requirement: May exclude free players from housing
  • No Refunds: Points spent on dwelling are gone (even if dwelling demolished)
  • Point Scarcity: Donation points are limited resource (requires real money)
  • Economic Pressure: Players may feel forced to donate for essential feature
  • Admin Dependency: spcost must be set per dwelling type (admin configuration required)

Dwelling Donation Cost: where your in-game dream home requires not just grinding for gold and gems, but also opening your real-world wallet to donate for site points, because apparently magical wizards need to pay rent with actual money. At default 5 donation points per dwelling (~$0.05 USD assuming 100 points per dollar), it's technically affordable, but it's the principle of the thing — you're already spending hours grinding for gold and gems, and now the game wants a real-money tip too? Admins can set spcost to 0 for free-tier dwellings to avoid creating a housing paywall, but if they set it to 100 points ($1 USD) for a fancy castle, that's when players start muttering about pay-to-win mechanics. The module uses the same incremental payment system as gold/gems/wood, so you can pay 3 points today and 2 points tomorrow, which is useful if you're a completionist who can't stand seeing an incomplete purchase even if you're morally opposed to spending real money on virtual houses. Most players either donate the trivial amount and forget about it, or rage-quit to a server that doesn't require real money for basic housing features.