I see many people asking for an or function so give it a little thought and i think i discovered a way to make an or decision in the story (A or B or C or... proceed quest), I'll give an example on how i did it but this can also be applied with, slight modifications, to many other uses.
1.Create an npc (or more than one, it doesn't matter) with an dialog in the following format:
[Text:Who do you wish to fight A, B, or C]
[Response#1: A] [Response#2: B] [Response#3: C]
[Text:A is in this location] [Text:B is in this location] [Text:C is in this location]
The last line will be the triggers for the enconters.
2.Create the encounters (or group of encounters) A, B, and, c, and set each encounter to appear when dialog prompt is reached and set the correct dialog trigger you just made in the previous step
3.Create an item (any kind of item it doesn't matter)
4.Create an invisible interactable object (just type "invisible" in the search of the details) for each of your encounters and place in the same place of the encounter (if it's more than one encounter place it on the boss room) set it to appear after component is complete and choose the appropriated encounter, also check interactable box and set it to drop the item you created, all invisible objects should drop the same item.
5.Create another npc (it can even be the same one if you set the previous one the disappear and a new one to appear)
6.Create an dialog objective and set the new npc, in the dialog response select the item you created as required item.
It's done!!
Now when a character speaks with the first npc he can choose which encounter he wants, as they all drop the same item asked by the second npc you can proceed in the story by doing any of the choices...
Now I'm trying to make an A or B + C it's a little trickier 'cause the required item function doesn't consume the item, so, it doesn't matter how many itens of the same type you have, if you have one you can proceed. So I'm still trying to accomplish this...
Thank you so much for this. I have been working for weeks trying to figure out how to get one of my encounters to work properly. It is super tacky but it actually works now. I really hope they fix this game breaking bug soon.
I already knew about this, works in the same fashion that setting a difficulty slider works.
What I wish I could do though is add optional map transitions that allow the player to go off the beaten path and take different routes through different map types and not just creating 1 big indoor map to do so, but every map transition has to be tied into the linear story.
I already knew about this, works in the same fashion that setting a difficulty slider works.
What I wish I could do though is add optional map transitions that allow the player to go off the beaten path and take different routes through different map types and not just creating 1 big indoor map to do so, but every map transition has to be tied into the linear story.
Yeah, it's really sad that we can't make our "or" decisions lead to other maps, but at least this workaround can can provide us a little more liberty when creating maps
And as for "A or B+C" it's easy to do once you understand how to make this tipe of "or" decision ( I must had been really sleepy yesterday for not noticing it).
1. Create two itens , or three if it is A or B+C+D, four for A or B+C+D+E, five for.... you get it.
2. Set the second npc, the one with the objective attached and make so the dialog have two responses in sequence, make the first response requires one of the itens, and the second requires the other item
3. Create two interactable object at the end of path A each one drop one of the objects, at the end of path B create one interactable object droping one of the itens and another interactable object at the end of the path C droping the other.
And it's done.
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I already knew about this, works in the same fashion that setting a difficulty slider works.
What I wish I could do though is add optional map transitions that allow the player to go off the beaten path and take different routes through different map types and not just creating 1 big indoor map to do so, but every map transition has to be tied into the linear story.
You can use dialogue (the only OR source in game) to throw up walls and other obstacles to guide the player on different paths to the same objective.
Comments
What I wish I could do though is add optional map transitions that allow the player to go off the beaten path and take different routes through different map types and not just creating 1 big indoor map to do so, but every map transition has to be tied into the linear story.
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
Yeah I second this motion!
And as for "A or B+C" it's easy to do once you understand how to make this tipe of "or" decision ( I must had been really sleepy yesterday for not noticing it).
1. Create two itens , or three if it is A or B+C+D, four for A or B+C+D+E, five for.... you get it.
2. Set the second npc, the one with the objective attached and make so the dialog have two responses in sequence, make the first response requires one of the itens, and the second requires the other item
3. Create two interactable object at the end of path A each one drop one of the objects, at the end of path B create one interactable object droping one of the itens and another interactable object at the end of the path C droping the other.
And it's done.
You can use dialogue (the only OR source in game) to throw up walls and other obstacles to guide the player on different paths to the same objective.