Anonymous

Dev:Creating an Inn: Difference between revisions

From Time of Unparalleled Darkness Wiki
 
(2 intermediate revisions by the same user not shown)
Line 14: Line 14:


== Adding Rooms ==
== Adding Rooms ==
"Rooms" can be made by placing them behind a locked door appropriately set up:
# Under the Basic tab, set "tag" to wmi_XXXXX_RMYYY where XXXXX is the inn ID and YYY is the room number.
# Under the Lock tab, set Key tag to the same tag.
# Under the Lock tab, set Locked and Can Be Relocked to true.
# Under the Advanced tab, set the Faction Belongs to Appropriately (so guards respond to breakins.)
# Under the Advanced tab, hit Variables, and set two variables:
{|
! Name
! Type
! Value
|-
| room_dailyfee
| int
| [gold to charge per day - same charged rooms will be grouped]
|-
| room_name
| string
| [name of this type of room to display in the dialogue/conversation]
|}
Do this for each room you want the inn to have.


== Troubleshooting ==
== Troubleshooting ==
Line 45: Line 67:
| [[Blue Boar Inn]]
| [[Blue Boar Inn]]
| [[Krofburg|Barovia: Renika]]
| [[Krofburg|Barovia: Renika]]
|-
| wmi_00006
| [[Old Kartakean Inn]]
| [[Skald|Kartakass: Skald]]
|-
| wmi_00007
| [[Trafton's Place]]
| [[Merecreek|Kartakass: Merecreek]]
|}
|}

Latest revision as of 18:36, 17 August 2026

Initial Setup

This tutorial assumes a decorated area or areas you want to turn into an inn already exists. That highlights the first strength of the system: the inn rooms don't have to all be in the same area in the slightest, as long as they are tagged.

Begin by selecting and placing a Persistent Inn object from Special > Custom 5 in the custom placeables tablet. Set up the placeable as follows:

  • This should be placed outside of the reachable area, preferably somewheres where it might not be affected by AOE affects.
  • Right click on the placeable, and select properties. Change "name" to what you want the inn to be named in conversation.
  • Change "tag" to an unused ID in the format wmi_XXXXX - the id must have the wmi_ prefix as so, that is what the script looks for when initializing the inn.
  • Make sure Plot is checked, so the placeable cannot be destroued.

Then on the NPC you want to be the the innkeep, right click on the NPC and select properties, then:

  • Set the tag to wmi_innkeep_XXXXXX with the same numeric ID as the placeable.
  • Set the conversation to wmi_inn_innkeep. Do not change the base conversation! If you want to customise it, you can duplicate that conversation and use the duplicate.
  • Go to Advanced > Variables, and create a STRING variable called inn_keyname. Entitle this with the name you want the key item to have, you can use @R as a room number, for example "Key to @R in my inn"

Adding Rooms

"Rooms" can be made by placing them behind a locked door appropriately set up:

  1. Under the Basic tab, set "tag" to wmi_XXXXX_RMYYY where XXXXX is the inn ID and YYY is the room number.
  2. Under the Lock tab, set Key tag to the same tag.
  3. Under the Lock tab, set Locked and Can Be Relocked to true.
  4. Under the Advanced tab, set the Faction Belongs to Appropriately (so guards respond to breakins.)
  5. Under the Advanced tab, hit Variables, and set two variables:
Name Type Value
room_dailyfee int [gold to charge per day - same charged rooms will be grouped]
room_name string [name of this type of room to display in the dialogue/conversation]

Do this for each room you want the inn to have.

Troubleshooting

The innkeeper conversation does not launch properly in game
Ensure that the ID of the innkeeper matches the inn id, and that the inn actually has rooms defined (with the appropriate ID and room variables.

List of Inn IDs in the Module

ID Name Location
wmi_00001 Black Stone Inn Barovia: Zeidenburg
wmi_00002 Traveller's Hostel Barovia: Zeidenburg
wmi_00003 Craggy Peak Inn Barovia: Krofburg
wmi_00004 Resting Elk Inn Kislova: Pirie
wmi_00005 Blue Boar Inn Barovia: Renika
wmi_00006 Old Kartakean Inn Kartakass: Skald
wmi_00007 Trafton's Place Kartakass: Merecreek