Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.
Quelldateien prüfen
Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
Ein direkter Befehl überspringt den Prüf-Prompt. Prüfen Sie die Quelle, bevor Sie ihn ausführen.
localfunctionCheckHousingState()if HousingUI.IsPlayerInOwnHouse() thenprint("Welcome home!")
local houseInfo = HousingUI.GetCurrentHouseInfo()
if houseInfo thenprint("House:", houseInfo.name)
endelseif HousingUI.IsPlayerInHouse() thenlocal owner = HousingUI.GetHouseOwner()
if owner thenprint("Visiting", owner.name, "'s house")
endendend
Place a Decoration
-- Enter housing edit mode and place an itemlocalfunctionPlaceDecoration(catalogItemID)ifnot HousingUI.IsHousingModeActive() then
HousingUI.EnterHousingMode()
endlocal current, max = C_HouseEditorUI.GetPlacementLimits()
if current >= maxthenprint("Decoration limit reached:", current, "/", max)
returnend
C_HouseEditorUI.PlaceObject(catalogItemID)
end
Browse Catalog
localfunctionBrowseCatalog()local categories = C_HousingCatalog.GetCategories()
for _, cat inipairs(categories) dolocal catInfo = C_HousingCatalog.GetCategoryInfo(cat)
if catInfo thenprint("Category:", catInfo.name)
local items = C_HousingCatalog.GetItemsInCategory(cat)
for _, item inipairs(items) dolocal info = C_HousingCatalog.GetItemInfo(item)
if info thenlocal owned = C_HousingCatalog.IsItemOwned(item)
print(" -", info.name, owned and"(Owned)"or"")
endendendendend
Save and Load Layouts
-- Save current decoration layout
HousingLayoutUI.SaveLayout("My Living Room v2")
-- List saved layoutslocal layouts = HousingLayoutUI.GetSavedLayouts()
for _, layout inipairs(layouts) dolocal info = HousingLayoutUI.GetLayoutInfo(layout)
if info thenprint(info.name, "-", info.objectCount, "objects")
endend
Key Events
Event
Payload
Description
HOUSING_MODE_ENTERED
—
Entered housing edit mode
HOUSING_MODE_EXITED
—
Exited housing edit mode
HOUSING_OBJECT_PLACED
objectID
Decoration placed
HOUSING_OBJECT_REMOVED
objectID
Decoration removed
HOUSING_OBJECT_MOVED
objectID
Decoration moved
HOUSING_OBJECT_SELECTED
objectID
Object selected
HOUSING_OBJECT_DESELECTED
—
Object deselected
HOUSING_PLACEMENT_STARTED
catalogItemID
Placement mode started
HOUSING_PLACEMENT_CONFIRMED
objectID
Placement confirmed
HOUSING_PLACEMENT_CANCELED
—
Placement canceled
HOUSING_CATALOG_UPDATED
—
Catalog data changed
HOUSING_LAYOUT_SAVED
layoutID
Layout saved
HOUSING_LAYOUT_LOADED
layoutID
Layout loaded
HOUSING_EXTERIOR_CHANGED
exteriorID
Exterior changed
HOUSING_LIMIT_UPDATED
current, max
Limit changed
HOUSING_ENTERED_HOUSE
houseInfo
Entered a house
HOUSING_LEFT_HOUSE
—
Left a house
NEIGHBORHOOD_INITIATIVE_UPDATE
—
Initiative progress changed
NEIGHBORHOOD_MEMBER_JOINED
memberInfo
New neighbor
Gotchas & Restrictions
12.0.0 only — The entire housing system is new in Patch 12.0.0. APIs may evolve in subsequent patches.
Mode requirements — Must call HousingUI.EnterHousingMode() before using editor functions.
Placement limits — Each house has a decoration cap. Check with GetPlacementLimits().
Expert vs Basic mode — Expert mode allows full 3D positioning; basic mode uses simplified snapping.
Own house only for editing — Cannot edit decorations in someone else's house.
Layout compatibility — Layouts may not load correctly if decorations have been removed from the game.
Neighborhood initiatives — Shared community goals; progress is collective, not individual.