I'm working on a very elaborate Foundry Campaign. Here's the setup to my question:
- Fight an encounter of Minions / Standards
- "Leader" is an NPC
- Upon completing the encounter of the "Leader's" men, quest progresses to Dialogue
- Speak with "Leader"
- - Choose option 1 to complete the dialogue = NPC Despawns, Encounter Spawns
- - Choose Option 2 to complete the dialogue = NPC Despawns, No further encounter
The intent is to give the leader the option to walk away. (My quest will hopefully have MANY of these types of options.
How is this accomplished?
Post edited by roguejd000 on
0
Comments
agentjasporMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited May 2013
You'll have to make sure you have the NPC say one more thing after choosing option 1. Then use the Visibility triggers for appear and disappear to be based upon "Dialogue prompt reached." Pretty straightforward once you understand how the triggers work.
Hmm... something's not right. I've set up the visibility triggers, but the encounter is not spawning. I have visibility set to appear at the trigger dialogues, and "never" as a disappear setting. I've played with several different settings, and I can't seem to get it to spawn.
You don't have a quest objective to kill the spawning encounter, do you? If you do, that completely overrides any appearance settings you might be placing on the encounter.
Comments
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
Anyone still searching for guilds you can check out HCG Hardcore Christian Gamers.
NW FAQ | HCG NW Host Site
[SIGPIC][/SIGPIC]
Good save. Testing now.
//Edit - Yep. I'll have to create two encounters, one for each option.