Bartender (current objective for this part. You must speak with her and are prompted 3 different choices. Picking the rude behavior causes the 4 NPCs above to become aggressive towards the player)
Nervous Merchant (trigger for the next quest. You must speak with him after speaking with the Bartender (or after defeating the 4 NPCs, if you picked the rude behavior)
My issue is that, no matter what choice I pick, it will ALWAYS cause the Encounters to spawn (I have set the NPCs to disappear when the rude behavior response is picked), no matter if I choose the other 2 responses or not.
What I wanted to do is:
- Make the "Bar Brawl" quest trigger ONLY if you pick the rude behavior, spawning the Encounters to be defeated by the Player)
- Make the quest move forward, even if you picked the nice responses, without triggering the Encounters if you do so.
I've tried everything, but I'm sure I'm overlooking an obvious tweak...
Do you have the hostile encounters to appear when>>dialog prompt? (In this case the specific dialog right after the rude comment)
What you are wanting to do should work as you want it (hostile spawn only if you are rude and still advance the quest otherwise normal quest advance)
There is a rumor floating around that I am working on a new foundry quest. It was started by me.
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited April 2013
If you set up the dialog like this:
Bartender - blah blah blah
- player - Rude blah blah
Bartender - le gasp!
You can then set the bartender's "Le gasp" as the trigger to spawn the encounter with the bad guys and exit the conversation through just a continue button for the player.
To do this set the "Visable when" trigger to "dialog prompt reached" and select the conversation with the bartender, then select the line within the conversation you want to trigger the encounter.
If you did that, the encounter should not appear if the line "le gasp" is not triggered.
Thank you both for your quick replies! I tried replying through my phone but it's an outdated Android version with little support for most recent websites...
But anyway!
I had indeed set the visibility of the Encounter only when the dialog prompt of the rude response is reached. However... thinking about it now, it may have to do with HOW I ordered the objectives in the Story tab.
I will mess around with it and let you guys know if it's still doing it.
Thanks again for the fast replies!
- Thiago
EDIT: I found out what it was! I had a Kill Enemies objective in the Story tab that was triggering together with the next objective, causing the enemies to spawn. I simply removed that objective and tied the Encounter trigger with the dialogue prompt.
Comments
What you are wanting to do should work as you want it (hostile spawn only if you are rude and still advance the quest otherwise normal quest advance)
Bartender - blah blah blah
- player - Rude blah blah
Bartender - le gasp!
You can then set the bartender's "Le gasp" as the trigger to spawn the encounter with the bad guys and exit the conversation through just a continue button for the player.
To do this set the "Visable when" trigger to "dialog prompt reached" and select the conversation with the bartender, then select the line within the conversation you want to trigger the encounter.
If you did that, the encounter should not appear if the line "le gasp" is not triggered.
But anyway!
I had indeed set the visibility of the Encounter only when the dialog prompt of the rude response is reached. However... thinking about it now, it may have to do with HOW I ordered the objectives in the Story tab.
I will mess around with it and let you guys know if it's still doing it.
Thanks again for the fast replies!
- Thiago
EDIT: I found out what it was! I had a Kill Enemies objective in the Story tab that was triggering together with the next objective, causing the enemies to spawn. I simply removed that objective and tied the Encounter trigger with the dialogue prompt.