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Drinking Potions

berhudarolberhudarol Member Posts: 106 Arc User
Hi all,

I created a story and one of the steps in this story is to collect two potion on the table, one red and one blue. Player has to drink red one first then blue one. I created custom potions for that also (red and blue).

I created table first.
I put pre-made red potion image on the table far left. And put pre-made blue potion image on the table far right. I put my custom created potions in them. Red one to red one and blue one to blue one.

When i test it, my char interacts with red potion and my custom potion goes to inventory. Then my char interacts with blue potion and blue potion also goes to inventory. But they stay in my inventory. I don't want them to stay in my inventory. They must disappear from the inventory after some time so players can believe they really drink them.

My char have to drink them. First red then blue. How can i do this? By the way, story takes place in a small room. (village house interior).

This is my first foundry and i am really making a complex story driven quest. Yes i shouldn't, but with this way i am learning much.
Post edited by berhudarol on

Comments

  • melindenmelinden Member Posts: 619 Arc User
    edited January 2015
    You can have a seemingly unrelated interaction "Consume Item". It is a slight of hand to the player. You'll need two of them, one for each potion.

    So for example you could have them light a fire. They interact with the fireplace, the fire detail appears and it also happens to Consume the Red Potion.

    For the second you could have them put food on a plate at the table. They interact with the plate on the table, the plate detail switches from the empty plate to the plate with food on it. This also happens to Consume the Blue Potion.

    Obviously you'll want it to make sense for your story but that's how you do it.

    That all said: I don't know how much you gain by putting something in a player's inventory and then removing it a few minutes later. Most players would be satisfied if they saw the potion detail on the table vanish with a "gulp" sound effect.
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  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited January 2015
    Interact with Object and Dialog have options to drop an item upon completion (assuming these are what you're using for your potions). Then on another Interact or Dialog, set it to require that item (sounds like you have this first part set already) and then scroll down in that item detail and also set it to consume that item.

    Sometimes quest items bug up and don't get removed from your inventory when testing things in the Foundry Editor but should work correctly, if set up correctly, once published and then played live. Pathing and Route To behavior also likes to not work correctly when testing in the foundry editor.

    Best advice when you do go to publish, first publish it with clear statements that it is a TEST PUBLISH. Then go on the live server and play it a few times. If all works well, then re-publish it without the TEST PUBLISH notice. If you need to make changes, go into the Editor and unpublish it then edit it some more, repeat rinse repeat.
  • chieorichieori Member Posts: 137 Arc User
    edited January 2015
    From what you posted you already have everything you need to make it work...

    Red Potion gives the player an item when they consume it, you have this already.

    Blue potion, make it require the item they get from the red potion, in order to "drink" the blue potion, this way they can't drink the blue potion until after they drink the red. Also, set the blue potion to consume the item that is required from the red potion. Remove the item they get from the blue potion.

    With this, they can only drink the red potion first, because you have to have the item from the red potion to interact with the blue potion. Having the blue potion consume the item they get from the red, removes the item from their inventory. So they have to drink them in the order you want them to and no item is left over.
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  • berhudarolberhudarol Member Posts: 106 Arc User
    edited January 2015
    I really thank all of you. I did it by putting invisible clicky sphere where i interact with potions.
    First interact with red potion, take it.
    Drink it(player interacts with invisible clicky sphere, like they are drinking it, my red potion consumes in this process)
    After, interact with blue potion, take it.
    Drink it(player interacts with invisible clicky sphere, like they are drinking it, my blue potion consumes in this process)

    These are my story line so players can't drink blue potion without complating drink red potion quest. They also can't interact with blue potion. I make it invisible until drink red potion quest complated. :)

    I have one extra small question and i don't want to open another topic for that. I put a sound on the map. This sound has a green circle around it. But it is so small. I want to increase radius of that green circle. How can i do it? I don't see any radius setting like in markers. The only option is put more than one of the same sound which is a bit strange.
  • chieorichieori Member Posts: 137 Arc User
    edited January 2015
    Many sounds are sound effects and as such only play one time, these usually have a small radius and should be placed near the player when it should go off. Some have large radius and some are map wide. There are no settings to change the size or area that a sound covers.
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    [1] Devils in the Sewer :|: NW-DQ9WRV8HX :|: Daily Eligible :|: Featured
    [2] The Summoning :|: NW-DGG95NROO :|: Daily Eligible
    [3] Temple of the Winds :| NW-DM5JFJ3UL :|: Daily Eligible

    Clan Ravenclaw :|: NW-DU3QXH237 :|: Daily Eligible
    Children's Babble :|: NW-DUD5EUH8A :|: Daily Eligible
    Solstice Academy :|: NW-DRJG6BIZM :|: Daily Eligible
  • berhudarolberhudarol Member Posts: 106 Arc User
    edited January 2015
    Hmm, then i have to change my sound. But it would be better if we can change the are size of the sound for every sound effects.
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
    edited January 2015
    berhudarol wrote: »
    Hmm, then i have to change my sound. But it would be better if we can change the are size of the sound for every sound effects.

    I can't think of anyone who would argue with you on that one. This is something many of us have wanted for a long, long time.
    As long as we're dreaming, a volume slider would be nice, too. And a "silence plane" that places like a invisible wall, but blocks sound from the other side, for when it we don't want the sounds from the other side of the thick stone wall to be clearly audible.
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