Problem 1. I have an Object picked up earlier in the quest and I want the player to decide on 1 of 2 choices for its use. (Basically throw away or use). I tried putting the Interactions side by side but all I go was basically that both had to be done for progression. I have fiddled with the true and false part of the objects consumption after use but still the second 1 remains to be done for Progression.
Please how do I fix up so that I can progress.
Problem 2. I want an Npc to be tied up or released and I can do that via the dialogue but - I do not know how to do that so that the choice is obvious - How do I show tied or untied ( I know I can despawn and respawn the NPC but how do I do that because of the choice?
Problem 3. I want the npc to change appearance after an article is picked up - but I can only despawn the npc immediately after objective is completed because the NPC is part of the story. Picking up the Item is the next objective. So if I look back the NPC is basically (on fire) - but when I turn around and pick up the item and look back they have changed (maybe because of the fire maybe not - I am not telling)?
and a Bonus Problem - How do I type in the chat option bar with a DM message? something like " choose one of these 2 options for blah blah" Can I only do this via pretending the GM chat is a character chat?
I know this is a lot but I do think a lot can learn from the answers,
Thanks in advance for any Help!!
P.S. And Yes I do want and expect a Lot
Consider this a Foundry Diploma Test
Cheers (I really appreciate it).
Comments
On the NPC I'm guessing the one you want tied up is not the one the player will be talking to? If so best bet is to have a regular version, set it to disappear when dialogue prompt reached (whichever lead to them being bound) and make a version where behavior is set to bound. Make it appear on the same dialogue prompt reached.
Third one you will have to spawn a new NPC after despawning the one for the story objective (Perhaps one on fire?) When you want him to change, Have that new NPC disappear and yet another one appear. You can set this to happen on component reached with the object as the component, that way it happens after interacting with the object.
There is no good way to make DM messages appear. Most people use invisible orbs set as contacts. For quick messages you can use the orb, create an item that the player can NOT obtain, and put the message as error text (makes it pop up on the screen in red, but fades rather quickly).
Reason I like reach point is that it put's gold text in the chat box... which makes it a little easier to read than the red failure message that goes away very quickly in middle of screen.
This one seems easy to do with the consume item.
Ok the player "got" the item (only one! ) and since the NPCs are deathly afraid of Items, they will NOT consume them (why cryptic why?) so that is not a viable option.
So you have to interactables nearby. BOTH wanting the same "item", and both set to "require" and "consume item". So the player chooses one. The choice is made, the item is consumed and this leaves the other one doomed to fail.
Now you have something happen when "component complete" (the chosen item), which progresses the objective.
NOTE: I often use other things to progress the objectives rather than the expected. i.e.I rarely use the NPC dialog objective, as it automatically LIMITS the choices to manipulate that NPC.
Not real clear on what you're asking here.
Simply-- there IS a tied/bound animation You could combine that with maybe a small FX that encircles the NPC to further push the point that they are bound.
I repeat: NOTE: I often use other things to progress the objectives rather than the expected. i.e.I rarely use the NPC dialog objective, as it automatically LIMITS the choices to manipulate that NPC.
Hope this helps.
NW1776
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ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
I have alleviated Problem 3 with respawn - thanks mee2002 - helped point me in the right direction.
I have decided that Problem 2 is not worth trying to rectify - I just don't have the ability to understand how to do that from chat. What I wanted was basically 2 animations 1 if choice 1 was made 2 if choice 2 was made - but I have compromised and changed the story a bit.
the bonus problem of DM - I have used an Invisible effect - thanks Artgod
As for Problem 1 - I have no idea how to do it. I have tries switching true and false on/off - I have tried having it as a contact, - I do not know how. So I will break it down if someone wants to help.
I have 2 choices as to what to do with an item.
ATM I have both choices side by side on the Story menu. Is this good or bad? (I thought that by doing this after 1 is complete it would just go tho the next part of the story - but it wants both done - I only want or need 1 done).
I have tried playing with failed text which would work fine (IE: Both objects are being used but one has a fail message) But this is not working and the Fail text just means I can not progress.
I understood what you said neverwinter1776 but I can not for the life of me get it to work - could you explain maybe what switches I should have on Fail... true... etc....
Thanks everyone it has been a great help.
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
If you make the two items Intractable and not story objects it will work, you could use a reach to explain what to do at the objects using the reach story object.
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
Bad. Unfortunately we have no "supported" OR logic options. ALL story items must be completed, having them side by side just allows the player to complete those in any order desired, but ALL must be completed to advance story.
That being said, what I use for a simple OR test:
Below terrain I put a platform (y=-100 for instance) and surround it with invisible walls (20' tube works nicely).
On the platform I spawn (immediately) a Drow assassin (single easy mob).
I then have 2 hard Guard (friendly) encounters-
First one set to spawn when option 1 is reached/triggered/dialog reached/etc.
The second one set to spawn when option 2 is ...etc.
When one OR the other Guard encounter spawns it will kill the easy Drow assassin encounter
and I can then use Component Complete on the Drow encounter to detect that 1 or 2 happened.
Encounter Matrix | Advanced Foundry Topics
Thanks it worked like a charm - they appear in the right context with the appear when dialogue prompt reached and all I do is swap on version out for the new - cheers Glantorx - you have made my day - the only problem is that the next objective does appear but it is ok its very basic anyway.
Thanks everyone you have all been a great help - each of you contriubuted something and I hope maybe helped some others as well cheers!
You can now all see my new version of "The wonderful wizard of Og" its got heaps of new content for those who have seen it before (thanks mee2002) and I hop great stuff for you new players.
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
But like I said it now being out of the story mode they do not have to do them - but in this case it is ok - because one of the options is really douse a flame instead of using it to burn something down - so if they don't do - its basically the same as selecting douse flame except they do not get the juicy story.
But cheers eldarth - your way seems so complex lol - I know they use something like that for timed events!
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
Yeah, if you can do it easily with interactables and dialog, that's best.
If not, then you can use encounters for more powerful OR logic.
Imagine PC goes through muddy swamp (Component Reached)
OR they received a Ring of the Swamp (Interactable or Dialog Reached).
Then you can spawn "friendly" swamp NPC or "hostile" swamp monster.
Gives you the flexibility to use different completion types.
Sometimes you gotta do what you gotta do. :cool:
Encounter Matrix | Advanced Foundry Topics