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Can I make my quest branch out?

mamatankmamatank Member Posts: 52
edited May 2013 in The Foundry
Hey, I'm working on my first quest on paper and I don't have access to the game right now.

Can anyone tell me if it's possible to have an npc dialogue that affects the map based on the dialogue choices the player makes?

Specifically, I want a person to survive a combat encounter with the player and give the player an option to question him. If the player interrogates him properly, I want to reward the player with a key to a door that will otherwise remain locked for the encounter.

I want that door to block off a shortcut through the map, which will change the next map destination. If the player takes the shortcut, they get map1. If they don't get the key, they get map2 and a different quest outcome.

Does the foundry allow me to do this?

Thanks!
Post edited by mamatank on

Comments

  • chinspinnerchinspinner Member Posts: 0 Arc User
    edited May 2013
    There are no "or" choices (unless you are creative and utilise invisible walls), and choices do not carry over to the next map, unfortunately.

    You can have items appear or disappear at the end of an objective (i.e. dialogue or as a result of interacting with an object or reaching waypoint).

    For example, my quest, when you reach a waypoint near the boss the whole map gets messed up and affects appear.

    Your example you will need to make several npc's (in same costume) that appear/ disappear as objectives are completed. It will not affect the next map or which map you enter afterward.
    My new quest:

    WIP
  • jintortlejintortle Member Posts: 655 Arc User
    edited May 2013
    Only way I can see it if you make a separate map or two npc's. I feel that in the encounter, if you place encounter mobs below the second npc(story tree) response then possible. They will not spawn till second npc is encountered.
    Genus Draco Fad and the Muster@Jintortle
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    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.
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  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    Have a chest with the key in it appear by the NPC when the dialogue right prompt is reached. Then have a wall disappear if they pick the other option to reveal the other path. Should be easy.
    [SIGPIC][/SIGPIC]
  • mamatankmamatank Member Posts: 52
    edited May 2013
    Ok thanks for all the great advice. In my quest, the player is on the 3rd map and chasing an enemy party when they encounter someone left behind to slow them down. If they get the shortcut from him, they will get ahead of the enemy party and fight for their next quest objective. If not, they'll be slowed down by more enemies and miss out on the final fight of the map.

    It sounds like I will be able to make this work, but I may have to combine the story telling of what would have been my 4th maps to the 2nd half of the 3rd map since I can't branch to competing maps. I think I can still make my overall quest work though, as long as I don't run out of map space.

    Thanks again for the useful information!
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