http://www.thesilvermarches.net/uploads ... system.rar
Here is a simple inn system that can be made persistent without any real fuss, but I think is better suited to remaining local.
There is no NPC involved, nor a store.
This package contains:
- 1 area with a stairwell, a hall, and 4 adjoining bedrooms
- 1 openable gate with a conversation at the top of the stairs
- 1 script to operate the locking mechanisms of any door in your module via a usable lever
- 1 key item, stored on the player after passing through the gate
All other scripts are stock Obsidian scripts and can be found inside the conversation file. The player touches the locked gate and a conversation begins. The player is asked if they want access through the gate for 5gp(change the variable value for another price). If they accept, the gate opens, the player gains the key item and is pushed through the gate to the other side, and the gate is automatically closed and locked behind them.
When they purchase their key, a local variable is added to the gate itself. When 4 keys have been purchased, the integer value is 4. Anyone trying to gain access to a room at this point is told the rooms are full. When a player leaves , the variable count is reduced by one, and so on. If you want 8 rooms, just change the variable value in the conversation.
The doors are manually locked by the PC inside the room. They enter their room, pull a lever, and their door closes and locks. Pull it again and it unlocks and opens.
Anyway, it works, it can easily be customised, requires zero scripting (change tags on doors, levers, and variables within the conversation and you've customised it) and it's hopefully useful to someone.
TSM Inn System
- AcadiusLost
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Hmm, as it's using local ints on the gate, wouldn't all that information be lost on a mod reset / crash?
If it's accounted for (PC can still leave even if the count is back to "0"), and there is no persistent storage to be concerned about (from double-booked rooms), then I expect it's not a problem.
Out of curiousity, why levers to run the doors? Doesn't seem as IC as other options, somehow (though admittedly I haven't see the package for myself). Is it a limitation on making doors relockable?
Also, can more than one PC enter/use the same room at the same time? Often I expect there would be IC reasons to want an out-of-the-way place to discuss secretive matters, would be a shame to have that restricted by game mechanics of controlling restable areas.
If it's accounted for (PC can still leave even if the count is back to "0"), and there is no persistent storage to be concerned about (from double-booked rooms), then I expect it's not a problem.
Out of curiousity, why levers to run the doors? Doesn't seem as IC as other options, somehow (though admittedly I haven't see the package for myself). Is it a limitation on making doors relockable?
Also, can more than one PC enter/use the same room at the same time? Often I expect there would be IC reasons to want an out-of-the-way place to discuss secretive matters, would be a shame to have that restricted by game mechanics of controlling restable areas.
Making it persistent is easy, just add the wrapper of choice (or the ALFA one when it's done). Because the PC will still be carrying the key in a crash, getting out of the inn is easy. However, the counter will reset on a crash and then be set to -1 if a PC spawns inside a room and exits the inn, which could result in a double-booked room.AcadiusLost wrote:Hmm, as it's using local ints on the gate, wouldn't all that information be lost on a mod reset / crash?
If it's accounted for (PC can still leave even if the count is back to "0"), and there is no persistent storage to be concerned about (from double-booked rooms), then I expect it's not a problem.
Given how many rooms there can be and how many people will use them, it's probably a non-issue...persistence is certainly possible but not worth it for a system like this.
The levers I've always loved since LW days. Set inside the room they actually close and lock the door of your room (the room you choose...there is no room assignation other than the door being locked when you try to open it as it has become occupied). You don't need to make lots of keys as a builder...set up a lever, lock and unlock your door.Out of curiousity, why levers to run the doors? Doesn't seem as IC as other options, somehow (though admittedly I haven't see the package for myself). Is it a limitation on making doors relockable?
Take a quick look at the system if you like...it's just 4 inn rooms with levers inside them controlling the locking of the door. You can squeeze 50 people in one, pull the lever and the door is locked. All would have to pay to get past the gate, but the gate is a central entr-point. After you are through it, you may choose any unlocked room and have as many folk in it as you find comfy.Also, can more than one PC enter/use the same room at the same time? Often I expect there would be IC reasons to want an out-of-the-way place to discuss secretive matters, would be a shame to have that restricted by game mechanics of controlling restable areas.
