So this seems like a bug to me, but apparently if I make a door/or any object that only is visible if the player is a certain class, then the player can move through it collision-free.
This bothers me a bit since I have a spot where four different doors spawn so I can have the doors be completely different interactions for all of the possible classes that could be playing the module.
I just tested this out as well... it seems like a bug to me too. Details become collision-free with the visibility option requiring either an item or class-skill.
Should this be moved to the bug report forum? It would be nice to get a response on whether this is a bug or a feature... :cool:
Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
Meh. Combined with invisible walls, this collectively lets us do MORE than if this feature wasn't present. We get walls that can be interacted/physical barriers (with invisible wall support) AND illusory walls. Take this out and you only get the former.
Sure, not as friendly as it could be, but with the anemic toolkit we have I'll take possible but slightly annoying over "can't do that at all" any day.
Meh. Combined with invisible walls, this collectively lets us do MORE than if this feature wasn't present. We get walls that can be interacted/physical barriers (with invisible wall support) AND illusory walls. Take this out and you only get the former.
Sure, not as friendly as it could be, but with the anemic toolkit we have I'll take possible but slightly annoying over "can't do that at all" any day.
Right, all you have to do to enable collision on a skill checking detail is either make a non-interact-able duplicate of the object then stack it in the same place, or use an invisible wall. Great for doors and chests that require thievery, barriers/illusions that require Arcana, or altars that require religion.
My specific example still can't be done, unfortunately, because I can't set an invisible wall to disappear when any one of four different doors are interacted with.(I have four doors stacked on each other so each class gets a different interaction dialogue.)
But it's good to learn that it's intended, so I can just go with something different!
My specific example still can't be done, unfortunately, because I can't set an invisible wall to disappear when any one of four different doors are interacted with.(I have four doors stacked on each other so each class gets a different interaction dialogue.)
But it's good to learn that it's intended, so I can just go with something different!
My suggestion is just to have one door, with a different dialogue option for each class.
My suggestion is just to have one door, with a different dialogue option for each class.
This would work if I only wanted the door to be openable by one class, but if I want the door to be defeated 3 different ways, "Bash the door down", "Pick the lock", and "Cast the Knock spell", then there's no way to do it. It's odd that you can set multiple dialogue options as a requirement for an item to disappear, but it's an AND instead of an OR. I can barely think of a situation where you'd want to make an item disappear if 3 different conversation segments were reached, but I can think of tons where you'd want the same thing to happen multiple ways!
Comments
Should this be moved to the bug report forum? It would be nice to get a response on whether this is a bug or a feature... :cool:
Working as intended, but still annoying.
Meh. Combined with invisible walls, this collectively lets us do MORE than if this feature wasn't present. We get walls that can be interacted/physical barriers (with invisible wall support) AND illusory walls. Take this out and you only get the former.
Sure, not as friendly as it could be, but with the anemic toolkit we have I'll take possible but slightly annoying over "can't do that at all" any day.
Right, all you have to do to enable collision on a skill checking detail is either make a non-interact-able duplicate of the object then stack it in the same place, or use an invisible wall. Great for doors and chests that require thievery, barriers/illusions that require Arcana, or altars that require religion.
But it's good to learn that it's intended, so I can just go with something different!
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
My suggestion is just to have one door, with a different dialogue option for each class.
This would work if I only wanted the door to be openable by one class, but if I want the door to be defeated 3 different ways, "Bash the door down", "Pick the lock", and "Cast the Knock spell", then there's no way to do it. It's odd that you can set multiple dialogue options as a requirement for an item to disappear, but it's an AND instead of an OR. I can barely think of a situation where you'd want to make an item disappear if 3 different conversation segments were reached, but I can think of tons where you'd want the same thing to happen multiple ways!
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.