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"OR" quest objectives

mikeytherenegademikeytherenegade Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 10 Arc User
edited May 2013 in The Foundry
Hey guys,

I'm currently working on a foundry map where you have to kill some wizard, but I want the option for the wizard to try and convince the player to help him instead. I was wondering if anyone knew if this sort of thing was possible, since from what I can see all objectives must be completed for the next stage to trigger.
Post edited by mikeytherenegade on

Comments

  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    It's not. If you want to make quests nonlinear, you have to do it outside of the storyboard. I do this in my quests, but there are limitations. Just keep in mind that the story must be linear, but anything else can happen in any way you want.

    OR functionality is one of the more popular feature requests around here btw.
  • mikeytherenegademikeytherenegade Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 10 Arc User
    edited May 2013
    tilt42 wrote: »
    It's not. If you want to make quests nonlinear, you have to do it outside of the storyboard. I do this in my quests, but there are limitations. Just keep in mind that the story must be linear, but anything else can happen in any way you want.

    OR functionality is one of the more popular feature requests around here btw.

    Yeah I figured it would be. Thanks anyway!
  • izatarizatar Member, NW M9 Playtest Posts: 1,161 Arc User
    edited May 2013
    You can do OR by using items.
    For example, you are supposed to open the treasure vault for the guard, but the wizard can convince you to do it for him instead.
    So, the objective is, "find key to open the vault". You can talk to the wizard and get a key, or you can talk to the guard to get a key. If you want to make it exlusive OR, when you talk to either the guard or the wizard, the opposite guy disappears--so if you talk to the wizard, the guard disappears, or if you talk to the guard, the wizard disappears. Whichever you talk to will give you a copy of they key, so the objective can be completed.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Yes, but that's exactly what we're talking about. That suggestion avoids the storyboard.
  • raphaeldisantoraphaeldisanto Member Posts: 402 Arc User
    edited May 2013
    Yes, as tilt says, you can give multiple paths -to- an official objective, but you cannot give alternate official objectives.
    [SIGPIC][/SIGPIC]
  • palelonginuspalelonginus Member Posts: 0 Arc User
    edited May 2013
    I've tried to figure out a way to make a door that can be opened either with a key or with thievery. So far no luck. I assumed that skill or item triggered visibility would be a way to do it, but I can't figure out how. There is also 'invert visible ifs' option that I cannot make to do anything.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    I've tried to figure out a way to make a door that can be opened either with a key or with thievery. So far no luck. I assumed that skill or item triggered visibility would be a way to do it, but I can't figure out how. There is also 'invert visible ifs' option that I cannot make to do anything.

    I did that by using dialogue on an invisible wall in front of the door, then leading both the key and thievery options to the same final dialog node. That same node hides the invisible wall.
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