Working on my second quest and decided to try my hand at a custom map. I spent a ton of time last night trying to figure some things out, but I'm stumped.
1. I have played quests (they look like custom maps) that start out in PE, send you through a sewer, pop out in an outdoor map, go into a dungeon etc. and I am trying to do something similar but cannot wrap my head around how to make it happen. Do you have to build everything in the one map area and set things up there and if so can I connect these areas together using entry points from PE? Besides using teleporters, how can I transition from one map to the next?
2. I have an NPC that the player will talk to and receive an item to unlock a door, but at the same time, if the player gets the riddle wrong the NPC attacks (which I know how to do). Can the friendly NPC somehow give the player the item to unlock the door at the end of the dialog? Can I make the condition of the door locked until a player has the item? Can I have the item drop off of the Aggressive NPC once killed? How (if possible) would I make this happen?
I'll take as much detail as you would like to contribute and if you need further detail or need me to clarify anything, just ask.
[SIGPIC][/SIGPIC]
Quests: The Eternal Light NW-DO335J3SZ D.F.E. Revenge Of The Companions NW-DMHJNCEY5
Campaign: The Light In The Darkness NWS-DJIAO4D3J An Unlikely Hero NW-DCFZNQZLR D.F.E. The Puppet Master NW-DM8BI99QJ D.F.E.
Post edited by belberk on
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zovyaMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
Your questions would require a bit of explanation, check the FAQ thread here for manuals, and even video tutorials that explain just what your asking. [FAQ] Foundry Tips, Manuals, Tutorials, & Bugs
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
Also, to add a map to your story look at the left hand side of the story tab. There is a +map button. It allows you to create additional maps.
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belberkMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 81
edited June 2013
Thank you zovya. I have been poking through that forum post for the last hour or so and there is a ton of real usefull information. I watched most of the videos (I'm at work and they block some of the links ) there and they are a great resource. I didn't want to post my questions there to avoid muddying your post up. I'll keep reading through, thanks.
[SIGPIC][/SIGPIC]
Quests: The Eternal Light NW-DO335J3SZ D.F.E. Revenge Of The Companions NW-DMHJNCEY5
Campaign: The Light In The Darkness NWS-DJIAO4D3J An Unlikely Hero NW-DCFZNQZLR D.F.E. The Puppet Master NW-DM8BI99QJ D.F.E.
0
belberkMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 81
Working on my second quest and decided to try my hand at a custom map. I spent a ton of time last night trying to figure some things out, but I'm stumped.
1. I have played quests (they look like custom maps) that start out in PE, send you through a sewer, pop out in an outdoor map, go into a dungeon etc. and I am trying to do something similar but cannot wrap my head around how to make it happen. Do you have to build everything in the one map area and set things up there and if so can I connect these areas together using entry points from PE? Besides using teleporters, how can I transition from one map to the next?
2. I have an NPC that the player will talk to and receive an item to unlock a door, but at the same time, if the player gets the riddle wrong the NPC attacks (which I know how to do). Can the friendly NPC somehow give the player the item to unlock the door at the end of the dialog? Can I make the condition of the door locked until a player has the item? Can I have the item drop off of the Aggressive NPC once killed? How (if possible) would I make this happen?
I'll take as much detail as you would like to contribute and if you need further detail or need me to clarify anything, just ask.
1. You can use one map with different indoor rooms (dungeon, crypt, etc) placing them appart and using teleporters to move from one to another, but that cannot be done with a transition from outdoor to indoor because the map is either outdoor or indoor, it cannot be both. And the other option is to create different maps outdoor or indoor and add map transitions from one to another in the quest story (objectives).
2. There are two ways to drop items: Objectives (not all of them allow that option, Interaction objective is one of them), and the other way is interacting with a component. I suggest you to do the following: Add an objective to have a dialog with the NPC, that dialog at certain point will have 2 answers, correct one, will end it there and the wrong one will spawn the encounter when the last dialog prompt is reached (the problem is that if you do not finish the dialog, the encounter will appear and the npc will still be there), anyways, assuming that it goes well and the dialogs ends either by the correct or wrong answer the objective will be complete, after that objective you will have to add another one where you will have to interact with the door, that interaction will make the unlocked door disappear and appear an unlocked door (that objective should be called: Unlock the door.
You will not need an item to unlock the door, all what you have to do is to mention it in the dialog with the NPC, something like, if you solve the riddle i will give you the key, and if the answer is correct, then the dialog will say: alright, here is the key (it will not go to your backpack but you will not need it), you just need the player to think that he obtained it, and if the answer is the wrong one, then the npc says: you will have to take it from me (the fight starts there).
There may be other options, but that's the first one that comes to my mind.
[SIGPIC][/SIGPIC]
"The harder the game, the better."
There are ways to do what you want. A lot of times you have to "fake it" though.
For example, you can't have an enounter (your aggressive NPC) drop an item. But - you can spawn in something when the NPC is killed (i.e., when the Encounter is Complete). So, you could spawn something in that would look like your item (as if the NPC dropped it). That might be appropriate if it was his sword or something.
It it's something like a key, you could just spawn in a copy of the NPC (using the same costume, but set him to play dead). Then you could use an invisible clicky on top of the body (call it "Joe's Corpse" or whatever, and check the interact text so it says "search the body". When the click on it, it can drop whatever item you want.
Lots of things in the Foundry are possible, but most of the time you have to get creative.
You might want to check out how Mimic-traps work, that's pretty much what you want. You can do so in the DM's Studio (in my sig). It's not a quest; it's just a tutorial for some Foundry tricks. Good luck!
There are ways to do what you want. A lot of times you have to "fake it" though.
For example, you can't have an enounter (your aggressive NPC) drop an item. But - you can spawn in something when the NPC is killed (i.e., when the Encounter is Complete). So, you could spawn something in that would look like your item (as if the NPC dropped it). That might be appropriate if it was his sword or something.
It it's something like a key, you could just spawn in a copy of the NPC (using the same costume, but set him to play dead). Then you could use an invisible clicky on top of the body (call it "Joe's Corpse" or whatever, and check the interact text so it says "search the body". When the click on it, it can drop whatever item you want.
Lots of things in the Foundry are possible, but most of the time you have to get creative.
You might want to check out how Mimic-traps work, that's pretty much what you want. You can do so in the DM's Studio (in my sig). It's not a quest; it's just a tutorial for some Foundry tricks. Good luck!
As a follow up question; Let's say I spawn in an item that is needed to unlock the door. How would I set up the condition so that the item is a quest item that will be consumed once the door is opened?
[SIGPIC][/SIGPIC]
Quests: The Eternal Light NW-DO335J3SZ D.F.E. Revenge Of The Companions NW-DMHJNCEY5
Campaign: The Light In The Darkness NWS-DJIAO4D3J An Unlikely Hero NW-DCFZNQZLR D.F.E. The Puppet Master NW-DM8BI99QJ D.F.E.
Inside of the interaction tab, there is an option to add a: required item and below that there is an option called consumed when used and it gives 2 options: True or False, you must set it to true, so that the needed item (key) will be consumed when you interact (unlock) the door.
[SIGPIC][/SIGPIC]
"The harder the game, the better."
0
belberkMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 81
Inside of the interaction tab, there is an option to add a: required item and below that there is an option called consumed when used and it gives 2 options: True or False, you must set it to true, so that the needed item (key) will be consumed when you interact (unlock) the door.
I almost got this figured out, just one last follow up question. I assume I have to make an interact with object event on the door...right?
[SIGPIC][/SIGPIC]
Quests: The Eternal Light NW-DO335J3SZ D.F.E. Revenge Of The Companions NW-DMHJNCEY5
Campaign: The Light In The Darkness NWS-DJIAO4D3J An Unlikely Hero NW-DCFZNQZLR D.F.E. The Puppet Master NW-DM8BI99QJ D.F.E.
One way is to use an invisible wall in-front of the door which is ineradicable and reacquires the key (and eats it) and disappears upon completion thus allowing access to click on the door/exit.
Comments
[FAQ] Foundry Tips, Manuals, Tutorials, & Bugs
http://www.youtube.com/watch?v=Nz_NnP4u3jQ
Also, to add a map to your story look at the left hand side of the story tab. There is a +map button. It allows you to create additional maps.
Quests:
The Eternal Light NW-DO335J3SZ D.F.E.
Revenge Of The Companions NW-DMHJNCEY5
Campaign:
The Light In The Darkness NWS-DJIAO4D3J
An Unlikely Hero NW-DCFZNQZLR D.F.E.
The Puppet Master NW-DM8BI99QJ D.F.E.
Thanks a bunch, I'll check out the video when I get home.
Quests:
The Eternal Light NW-DO335J3SZ D.F.E.
Revenge Of The Companions NW-DMHJNCEY5
Campaign:
The Light In The Darkness NWS-DJIAO4D3J
An Unlikely Hero NW-DCFZNQZLR D.F.E.
The Puppet Master NW-DM8BI99QJ D.F.E.
1. You can use one map with different indoor rooms (dungeon, crypt, etc) placing them appart and using teleporters to move from one to another, but that cannot be done with a transition from outdoor to indoor because the map is either outdoor or indoor, it cannot be both. And the other option is to create different maps outdoor or indoor and add map transitions from one to another in the quest story (objectives).
2. There are two ways to drop items: Objectives (not all of them allow that option, Interaction objective is one of them), and the other way is interacting with a component. I suggest you to do the following: Add an objective to have a dialog with the NPC, that dialog at certain point will have 2 answers, correct one, will end it there and the wrong one will spawn the encounter when the last dialog prompt is reached (the problem is that if you do not finish the dialog, the encounter will appear and the npc will still be there), anyways, assuming that it goes well and the dialogs ends either by the correct or wrong answer the objective will be complete, after that objective you will have to add another one where you will have to interact with the door, that interaction will make the unlocked door disappear and appear an unlocked door (that objective should be called: Unlock the door.
You will not need an item to unlock the door, all what you have to do is to mention it in the dialog with the NPC, something like, if you solve the riddle i will give you the key, and if the answer is correct, then the dialog will say: alright, here is the key (it will not go to your backpack but you will not need it), you just need the player to think that he obtained it, and if the answer is the wrong one, then the npc says: you will have to take it from me (the fight starts there).
There may be other options, but that's the first one that comes to my mind.
"The harder the game, the better."
For example, you can't have an enounter (your aggressive NPC) drop an item. But - you can spawn in something when the NPC is killed (i.e., when the Encounter is Complete). So, you could spawn something in that would look like your item (as if the NPC dropped it). That might be appropriate if it was his sword or something.
It it's something like a key, you could just spawn in a copy of the NPC (using the same costume, but set him to play dead). Then you could use an invisible clicky on top of the body (call it "Joe's Corpse" or whatever, and check the interact text so it says "search the body". When the click on it, it can drop whatever item you want.
Lots of things in the Foundry are possible, but most of the time you have to get creative.
You might want to check out how Mimic-traps work, that's pretty much what you want. You can do so in the DM's Studio (in my sig). It's not a quest; it's just a tutorial for some Foundry tricks. Good luck!
The Cursed Emerald:
As a follow up question; Let's say I spawn in an item that is needed to unlock the door. How would I set up the condition so that the item is a quest item that will be consumed once the door is opened?
Quests:
The Eternal Light NW-DO335J3SZ D.F.E.
Revenge Of The Companions NW-DMHJNCEY5
Campaign:
The Light In The Darkness NWS-DJIAO4D3J
An Unlikely Hero NW-DCFZNQZLR D.F.E.
The Puppet Master NW-DM8BI99QJ D.F.E.
"The harder the game, the better."
I almost got this figured out, just one last follow up question. I assume I have to make an interact with object event on the door...right?
Quests:
The Eternal Light NW-DO335J3SZ D.F.E.
Revenge Of The Companions NW-DMHJNCEY5
Campaign:
The Light In The Darkness NWS-DJIAO4D3J
An Unlikely Hero NW-DCFZNQZLR D.F.E.
The Puppet Master NW-DM8BI99QJ D.F.E.