Haven't played around with the visible whens enough to really help, but I can suggest a work around. Have two copies of the object and NPC. Make the first NPC disappear when dialogue on object reached and the second appear. Make the first object disappear when dialogue on NPC reached and the second appear. Might be less…
There are timers you can make. Check DM's Studio - NW-DHZ5DAV4R it should have examples. Problem with replacing items like that is every item will be unique. If they have the 19 min timer they can't interact with something that requires the 18 min timer for instance. It would kinda kill the suspense. Also on a side note,…
Not going to berate you, but I think the idea is flawed for two reasons. 1) Who would get to decide which quests are good enough to be heavily promoted by members? I don't think too many people would sign up to 5 star everyone else's quest if theirs is not selected as 5 star worthy. Might make it work if everyone who joins…
Well, there's 2 parts to this. 1) Not all authors set every map to a world map location. I think it makes you do this now, so it will only occur on older Foundries. If they don't set a marker on the world map for all their maps individually, you have no way to return once you leave. Essentially this happens when an object…
Hey, I have a quest that was once a mighty Daily Eligible, but has since been overtaken by speedruns. I've added more to it to increase play length. Should be around 30 minutes the first time through. If you haven't already played it, I would appreciate the help to get it eligible again :) Thank you.
Well, the way I see it you have 2 options. Neither one is pretty. 1) If possible, separate the dialogue. Have one version of the dialogue prompt NPC with only the option that spawns the other. Make that first one disappear on the prompt and spawn a copy of him with the dialogue option that makes the other NPC disappear. 2)…
As others have said user generated content has to be addressed by the user that generated it. Also, Foundry is weird sometimes. You can run one 100 times and everything is fine, then on 101 something breaks. But for future use there are 2 nifty codes that should get you out of situations like that. /Stuck will usually move…
Well, I'll take a shot at it. You've got 1 item that you want to get 2 choices out of. You could make what you interact with a contact instead and progress things on dialogue reached (Tie both paths to a generic message if you need to spawn/despawn things from it). I think you can make an item a Dialogue choice for story…
OK, just finished this. Was a good story. I definitely missed some stuff though, despite my attempt to be thorough. Some misc notes: - Manuela stands on the dialogue option "Who did this..." then plunks back down. Looks a bit odd. - When talking to Felix I chose the puzzle route, then accidentally picked to change to…
Gonna necro this thread a bit because... I need new reviews. I want this eligible for daily again, it's slipped down to 14 minutes. From what I've gathered this means I need people who have not played it yet to give it a go. Added new content to make speed runs take at least 15 minutes, which means it will probably take…
@zenjenn I sent you a PM. @karitr It could be working as intended, but if so it's rather counterintuitive. Every new author I've seen on here (myself included) tried to search for their quest under For Review or New, since it is a new quest for review. Personally I think if you have the short code you should be able to…
Just a guess but I would think surprising would be used for mystery quests with lot's of twists in the story. Also guessing the bars are for people to rate what category they think the quest fits into. This looks awesome.
This was a fun little farce. Had some good puns in there. I did find it a bit odd that two companions are opposites of the movie but one is the same (regarding what they want). Also found a good deal of spelling/grammar errors. If no one has sent those to you, I'll play it again and send you a list. Overall I had a good…
I haven't really used water myself, but I believe I heard it can do weird things to spawn points in it. Have you tried making your spawn point really high up? Like y=100 and seeing if that drops you on it? You may have to go up til you find one that works, then slowly go down to find a decent balance.
Impossibru! You'd have to reverse the order, or have one objective not be story (killing the mobs to open the path doesn't really need to be an objective. Though it is an odd trigger for clearing rubble).
It's that way until you get 5 plays. Not sure how much of that is intended and how much is a bug (I imagine being searchable only in the best tab is a bug) but that's how it is. That's why most people review trade in the forums to get 5 plays (20 to be eligible for daily).
All you really need is a floor. I was using a Keep - platform - floortile (40 x 40) and set it to -20. I had encounters set to -15 (all relative to terrain) and it worked, but you can see/hear the mobs so might want to do -50/60.
That is the million dollar question. Played around with this a bit. Either I misunderstood people talking about it originally, or they changed something, but it seems the mobs won't spawn without something under them. So to make it work, you'll need to sink some type of platform below the surface where the encounter…
You need a timer. Easiest way would be to place an encounter spawning under the map right where the effect is. Make the encounter spawn when the effect goes off, encounter falls to their death, effect disappears when component (the encounter) complete. It will be fairly short. If you want more time for the effect, add…
I always heard (though haven't tested) that you set an encounter/NPC to patrol something that's set under the map (-y value). Make their patrol so they eventually fall off and die. Mess with the patrol length to get the right time then set everything to work off when the encounter is complete.
Invisible wall should work. Make sure it is slightly in front of the door and wide enough to fit the entire door in it and it should break line of sight. It might also help to make the wall interactive with a message that the door is locked, although you shouldn't have to.
Played around with this a bit. I think your best bet is to make a custom skin, make the head as small as possible and the arms as long as possible, drop the skinned NPC down about 7 feet on top on something, and use the Cheer Right Arm and Cheer Left Arm behaviors. They actually look pretty cool coming up out of the ground.
Falling damage is pretty low. You need it just out of jumping interaction reach. 15-20 feet should do it provided there is nothing else around to jump off of. *edit* On 2nd thought, I think all portals have a mandatory medium interaction length. In which case you just need it above standing interaction height.
Unfortunately if speaking with the NPC is the story objective, they can only disappear when that objective is complete. You will have to spawn another copy of him when that same objective completes.