Since the Collective Discussion forum is restricted (and hence not very collective), you'll have to settle for reading it here.AcadiusLost wrote:If you'd like to describe in brief what makes for a minimal, satisfactory inn to you, I'd find it helpful when we go to implement something. It could be there was a compromise solution that worked well in the earlier days of ALFA1 that had fallen into disuse by the time I got into building/scripting.
[edit: If you do write something up, please post it to Collective Discussion or the NWN2 ACR thread]
Here is a possible system for handling inns in ALFA2. If memory serves, this was how they worked on the old DF and WD servers, more or less. The intent of this thread is to meet the need described by AL above, not to start a debate as to how inn A on WD differed in implementation from inn B.
1. Your inn has n rooms available for resting, all are locked, and all are marked restable.
2. An NPC innkeeper has n room keys available to purchase, one per room.
3. To rent a room, a PC enters dialogue with the innkeeper, purchasing a key from his/her shop inventory. The PC now has access to the room corresponding to said key. This room can also be entered by any cohorts the PC desires (e.g., for IC meetings, conspiracies, etc.).
4. When the key holding PC leaves the inn (via AT) a script removes the inn key from his/her inventory and replaces it in the shopkeeper's. The key is also replaced if the PC disposes of the key (such as by dumping it into a waste barrel).
5. Keys are also replaced on server reset, or after a set amount of time RL has elapsed. They are not removed from PC inventories until one of the conditions in step 4 is met (to prevent a PC from getting trapped in a room, such as from not logging in for a while).
In practice, my recollection is that the chances of "using up" all the keys is very rare with this system, as is the incidence of a PC logging into a room occupied by another PC. Hence it has seemed to work fairly well.