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Home Locations - Inns and guilds

Posted: Sun Jun 14, 2020 6:18 pm
by DiceyCZ
Hi,
Recently my character has moved out of the rather secluded Ulgoth's Beard into Baldur's Gate and since then I have been thinking "It sure would be nice to be able to spawn not in the middle of people". To elaborate, say my character RPs that she keeps renting a room at Helm and Cloak, unless every night I run to the inn just to log out, my closest option is to spawn right on the main road to Baldur's Gate, at the farmlands. It is quite populated, it often means I have to RP right after popping in, and it feels weird putting up 24h wards she usually uses, right in th middle of the road.

So I was thinking, if it would be possible to say, set up home location objects at every Inn or at least the ones with rooms, and at guild halls. So people can actually spawn where their characters live and start RPing from there. Would this be something feasible and tollerable/wanted?

Re: Home Locations - Inns and guilds

Posted: Sun Jun 14, 2020 7:07 pm
by zhazz
I think that's a great idea.

Don't think it should be too difficult to do either. Valefort mentioned in a different thread that the Player Scry Widget in the inventory is used as a local database. Likely means that it too contains the home location.

Maybe give the Player Scry Widget an on-use function to "Set Home Location", which uses the current location of the character?

Re: Home Locations - Inns and guilds

Posted: Sun Jun 14, 2020 8:32 pm
by Oarthias
zhazz wrote: Sun Jun 14, 2020 7:07 pm
Maybe give the Player Scry Widget an on-use function to "Set Home Location", which uses the current location of the character?

Yes, please! Sort of set up the same way as the setting a transportation location? Perhaps only certain zones though so others don't abuse it by saving in location in certain dungeons and such.

Re: Home Locations - Inns and guilds

Posted: Sun Jun 14, 2020 8:49 pm
by realayer
Or set home location through the inn owner, for a lump-sum fee, representing a long-term rent?

Re: Home Locations - Inns and guilds

Posted: Sun Jun 14, 2020 9:19 pm
by Oarthias
realayer wrote: Sun Jun 14, 2020 8:49 pm Or set home location through the inn owner, for a lump-sum fee, representing a long-term rent?
I have a faction house that I would like mine set at though. Having an NPC there could work, checking if you have the guild key in your inventory? No fee there though!

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 6:12 am
by Valefort
Letting players setting their home location as their current location would allow for shenaningans such as setting home location near a boss or in a guild house they do not belong in the current state of things. A whitelist of allowed areas would be a solution though, can you guys come up with one ?

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 6:26 am
by KOPOJIbPAKOB
I like this idea, it shouldn't be hard to place the home location placeables at all the Inns, I would prefer them looking small and subtle though, not large like at CK or Beregost. As for Guildhalls, there could also be an easy solution that takes individual approach. A home location placeable conversation will make an inventory check and only speak to your character if you have that guild's key. That would prevent random people from squatting at GHs they don't belong to.

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 7:26 am
by zhazz
Valefort wrote: Mon Jun 15, 2020 6:12 am Letting players setting their home location as their current location would allow for shenaningans such as setting home location near a boss or in a guild house they do not belong in the current state of things. A whitelist of allowed areas would be a solution though, can you guys come up with one ?
Not sure how the code would work, but I can try to pseudo something that might be easier than a whitelist, since such would need to be updated every time an area is added/removed.
  1. Check if monsters spawn in the area
  2. Check if area is a guild hall
  3. Check for character carrying guild hall key

Hopefully this makes sense :)

Code: Select all

function canSetHomeLocation(character, location)
{
	if (location.hasMonsterSpawns)
		return false;
	
	if (!location.area.isGuildHall)
		return true;
		
	var requiredGuildHallKey = globalGuildHallKeys[location.area.areaId];
	
	return character.inventory.contains(requiredGuildHallKey.itemId);
}

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 7:28 am
by DiceyCZ
Sure I can make a list, it really means just writing down places character can IC "sleep" in, if it's the static placeable. If it's the "save current location" approach I suppose list of settlements should be enough, though it should include inside areas as well, probably very similar to the Appearence Changer kit whitelist.

Something like this:
Blade and Star - BG Shops and Inns
Helm and Cloak - BG Shops and Inns
Blushing Mermaid
Elfsong
Friendly Arm Inn
Bearded Mermaid
Beregost Inn
Nashkel Inn
Gullykin Inn
etc...
+ guild houses

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 8:30 am
by Valefort
lol thanks for the pseudocode zhazz but one can't check if monsters spawn in the area nor if it's a guild area in a reliable fashion, sorry :P

Can you guys come up with a reasonably complete list of areas please (the underdark also exists) ? Not to sound too grumpy as this is a nice QoL change but it's not really vital either, do a part of the work if you want it to see the light of day.

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 9:43 am
by Theodore01
Then better wait after the server split .....

Also spawning inside - rather then outside - will have us all "endure" an extra transition. Which is something I, with my 10+ years old PC, don't look for at all. ;)

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 9:55 am
by chad878262
*creates powerbuild to grind Cloudpeaks areas and sets home location to Temple of Auril*

Not that you can't just rest / save character today, but home location might encourage such things. On the other hand there is something to be said from an RP perspective of the Cleric RP of being able to spawn in your temple, even if there is some grinding benefit to doing so. Really just saves walking from Nashkel or having a Teleport location saved to wherever you want to go.

As a step 1, I suppose there is nothing wrong with allowing home location to be inside any inn. Guild Halls I would say would require too much work to avoid someone exploiting. Like for instance if a PC is IC kicked out, but hasn't had their guild key taken they could potentially still spawn in the guild protected space. IMO best not to be allowed, even though said key would still allow them to get in to the guild when IC'ly they shouldn't.

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 12:12 pm
by DiceyCZ
Valefort wrote: Mon Jun 15, 2020 8:30 am lol thanks for the pseudocode zhazz but one can't check if monsters spawn in the area nor if it's a guild area in a reliable fashion, sorry :P

Can you guys come up with a reasonably complete list of areas please (the underdark also exists) ? Not to sound too grumpy as this is a nice QoL change but it's not really vital either, do a part of the work if you want it to see the light of day.
Alright, this is what I could remember and find on surface on foot with my char, I don't really know enough of UD so if someone can please fill in. It's just inns and taverns as for obvious reasons I don't know where and what all the guildhalls are and I suppose it would be up to every guild if they want this allowed in their guild hall, which is why I have also excluded guild controlled Inns like DA, Candlekeep etc.

Only inns have sleeping spaces, not taverns, so it's up to the team's decision
inn name / interior name
-Helm and Cloak Inn / BG, Palace District Inns & Taverns
-Elfsong Tavern / BG, East Gate District Inns & Taverns
-Blade and Stars Inn / BG, East Gate District Inns & Taverns
-Blushing Mermaid (inn) / BG, Harbor District Interiors
-The Bearded Mermaid (inn) / Ulgoth's Beard, The Bearded Mermaid
-Broken Goblet Tavern / Roaring Shore, Broken Goblet Tavern
-Winding Way Tavern / Soubar, Winding Way Tavern
-Greenest Inn / Greenest Inn
-Belching Dragon Tavern / Nashkel Inn, Shop, Tavern
-Northern Lights Inn / Nashkel Inn, Shop, Tavern
-Risen Phoenix Inn / Beregost Interiors
-Yondalla's Cornucopia Tavern / Gullykin, Yondalla's Cornucopia Tavern
-Friendly Arm Inn / The Trade Way, Friendly Arm Inn Interior

Re: Home Locations - Inns and guilds

Posted: Mon Jun 15, 2020 12:57 pm
by Shadowspinner70
Underdark Areas:

S'shamath:

The Gloura's Wings / S'shamath (though it's a festhall, many players say to leave a note there, but no beds)
The Spider's Kiss / S'shamath (technically a festhall too, but it has beds)
The Tower of the Masked Mage / Darkwoods District, S'shamath (it's a temple but has beds)
The Nau'klar / Darkwoods District, S'shamath

Rockrun:
Many, many dens / Rockrun
Local Inn / Runner's Pass, Rockrun

If I missed anything, fellow UDers, tell me! Right now, there isn't much to fill in, even when some stretch locations are included. We have about one tavern for each "civilized" area and even less have beds. Maybe with the server split, more establishments from S'shamath will be put in to fill this gap (the Shattered Scepter does have rooms)! As Dicey said, these areas as spawning points are decided by devs!

Re: Home Locations - Inns and guilds

Posted: Mon Jun 22, 2020 7:54 pm
by realayer
DiceyCZ wrote: Mon Jun 15, 2020 12:12 pm Only inns have sleeping spaces, not taverns, so it's up to the team's decision
inn name / interior name
-Broken Goblet Tavern / Roaring Shore, Broken Goblet Tavern
Just checked the Roaringshore. The Broken Goblet does not have sleeping space as neither Captain Pike nor the barmaids there offer that option. The Roaringshore, however, does have an inn, named the Swordarm Inn, which offers sleeping space (Interior name: Roaringshore, The Swordarm Inn).