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Multiple Logical OR Handler

eldartheldarth Member Posts: 4,494 Arc User
edited August 2013 in The Foundry
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.

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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!
Post edited by Unknown User on

Comments

  • neverwinter1776neverwinter1776 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2013
    Not Getting this?
    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?
    [SIGPIC][/SIGPIC]
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited August 2013
    I use something like this for OR-logic too. If I understand it right, the idea is to have multiple actions all trigger the same thing.

    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.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • neverwinter1776neverwinter1776 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2013
    mosby1 wrote: »
    I use something like this for OR-logic too. If I understand it right, the idea is to have multiple actions all trigger the same thing.

    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.

    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"?
    [SIGPIC][/SIGPIC]
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2013
    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.
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited August 2013
    If (ckicky 1) OR (clicky 2) OR (clicky 3) gets presses then Mob 1 Completes.

    Now, do you disappear the clickies on "this component complete"?

    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.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • eldartheldarth Member Posts: 4,494 Arc User
    edited August 2013
    AH, in my instance I have 3 tomes that can appear in 4 random locations.
    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.
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