I thought I'd post details on how I implemented an OR handler that handles detecting discovery of 4 different items in 4 random places.
Option1...Option4 "walls" are set to Disappear When on Interactable Objects completion event.
(Could just as easily be Disappeared When Waypoint Reached, or Dialog Reached, etc.)
Easy Guard (named in my case "FoundBook1") patrols in front of Option1...Option4 "walls." When Hard Mob sees Easy Guard, fight ensues, and I get an Encounter Completion event for "FoundBook1."
...and since I've got 3 books I have 2 other Easy Guard patrols behind walls (on North and West platform edges) for the other two tomes found.
One potential "gotcha" -- It seemed as though the hard mob was killing easy guards in Live without their walls being Disappeared. I put an invisible wall over their "cages" and then it seemed that the Easy Guards were spawning above the invisible wall and not in the cage where they should. So, I ended up doing it in a couple of steps - spawned guards immediately, spawned invisible wall closing their "cages" on an event (waypoint reached, dialog reached, etc) and then after cages were closed THEN spawned the Hard Mob in between all the cages.
So -- make sure you publish and test live since live is different than foundry preview!
Comments
How is this an "OR" thing, the "patrol" is walking behind a series of walls, one disappears, but the mob will see him no matter what eventually as he passes the open space now created.
So All I'm seeing is that you find an object, it deletes a wall, and guard gets killed, and completes a component. Not getting the multiple thing either. Is that just because you have several objects to disappear one of the walls? But still I'm seeing that the final outcome is the same. Mob kills the same patrol, so same result.
What am I missing?
So, Wall-1 is removed when Action-1 happens, Wall-2 for Action-2, etc. All X actions result in the death of the "trigger mob', thus triggering the same event. So, you could have an objective such as "kill any 1 of the 4 encounters". When any of them is killed, a wall is removed and the trigger mob is killed (or a platform is removed, and the mob falls into a pit). The Story objective says "kill any 1 of the 4", but the actual objective is to kill the trigger mob. Thus, OR logic.
I use the same technique to allow multiple ways to "solve" a puzzle. For example, use Dungeoneering to open a hidden passage, or use Thievery to find a hidden door.
The Cursed Emerald:
Ah ok.. I think I get it now.......
**** I wish I drank coffee, it would make this so much easier LOL
If (ckicky 1) OR (clicky 2) OR (clicky 3) gets presses then Mob 1 Completes.
#facepalm
Now, do you disappear the clickies on "this component complete"?
Edit: Um, no. You can't use "THIS component complete" - that would mean the wall itself was interactable and someone clicked on the wall, right?
That's one of the beauties of this - you can disappear the "clickies" (walls) on (almost) ANY trigger -- Point Reached, Dialog Reached, Encounter Complete, Interaction Complete, etc.
Encounter Matrix | Advanced Foundry Topics
Sure, you could do that. If Encounter 2 is defeated, the Trigger Mob is exposed and killed. When the trigger mob is "component complete", you could have Encounters 1, 3, and 4 vanish if you want.
I have a "puzzle" where you can either cut down a tree (if you have dungeoneering) or you can knock the tree over with lightning (if you have Arcana). In both cases a Trigger Mob is killed, which results in the tree falling (original tree removed, fallen tree added, dust added, earth-shake added, etc). All of those FX are added based on the trigger mob, not the dungeoneering/arcana trigger. So, I don't have to have duplicate FX depending on which path the player chooses.
In other cases, it wouldn't matter. A player could use dungeoneering to open a passage, or thievery to find the passage. In either case, the Story objective is complete, but there would be no need to "hide the other clickies"; no harm done if the puzzle is solved both ways.
The Cursed Emerald:
I only spawn Tome1Loc1 on Random1, Tome2Loc2 on Random2, etc. So, Even though Tome1Loc2 is never spawned - I can detect Tome1Loc1 was interacted with, thus disappearing the associated "wall" and detecting encounter "FoundBook1" complete.
Encounter Matrix | Advanced Foundry Topics