I am working on my first real quest and I have a few questions...
1. Is it possible to connect two rooms/hallways without any kind of door/doorway? If so, how?
2. I want to make a locked door that can be unlocked through multiple methods. For example, I would like the player to be able to use their classes dungeon skill in some way (pick a lock, trigger a switch, etc), or they can kill the guards, or they can talk their way through, etc etc. Is this possible?
I am sure I will have more questions later, but that's it for now...
jscott3Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 9Arc User
edited May 2013
If you line up the hallways to rooms, you should see a green block between the two appear. So look for the greyish markings around the border and line them up. If you scroll over the green box, it will say its a door. A actual door won't be there unless you change it in the options.
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
For 2. what you could do is a little foundry trick. Make the door a conversation piece (doesnt need to be a quest dialog can just be a contact)
Then you could do something like [missioninfo] The door before you appears to be locked. [/missioninfo]
r1. (thievery required) pick the lock
r2. (religion required) pray for the door to open
r3 dungeoneering - find a way to open the door
r4 Arcana - use your "knock" spell to open the door
etc
Then make a dialog path to the same response for ALL of them:
[missioninfo] With your chosen method of unlocking the door, you managed to just do it. The door swings open slowly and the path before you becomes available. [/missioninfo]
Then what you do is you make the door visable upon dialog prompt being reached, and select the response with the door being unlocked as the trigger. This will make the door able to be opened. And give the illusion that it was the class skill that did it. When in reality all the skills led the player to the same path.
Comments
2) I don't think so. Foundry lacks logic "OR" statement in many ways.
NW-DGYDZ7EAL - Khelgar's Treasure Cave
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Thread with suggestions for Foundry
Then you could do something like [missioninfo] The door before you appears to be locked. [/missioninfo]
r1. (thievery required) pick the lock
r2. (religion required) pray for the door to open
r3 dungeoneering - find a way to open the door
r4 Arcana - use your "knock" spell to open the door
etc
Then make a dialog path to the same response for ALL of them:
[missioninfo] With your chosen method of unlocking the door, you managed to just do it. The door swings open slowly and the path before you becomes available. [/missioninfo]
Then what you do is you make the door visable upon dialog prompt being reached, and select the response with the door being unlocked as the trigger. This will make the door able to be opened. And give the illusion that it was the class skill that did it. When in reality all the skills led the player to the same path.