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Are you able to add an effect to a Quest item?

foxoramafoxorama Member, Neverwinter Beta Users Posts: 6 Arc User
edited May 2013 in The Foundry
I'm working on my first Foundry quest and there's a particular part that involves picking up an item.

Is there any way I can add a +50% speed buff to the person when they pick up the item?

Ideally I'd like to limit the speed buff to a certain area as well if possible.
Post edited by foxorama on

Comments

  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    No, you can't add any buff or debuff to a player character.

    You can have teleporters though.
  • boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    To answer your question directly... no. You can not alter any player, companion, or encounter (enemy mob) abilities, attacks, spells, hit points, or anythign like that. You can dress up and customize the looks of your NPCs and encounters, though. You want a rooster to shoot arrows... pick an encounter that is an archer or sharpshooter and replace the skin with a rooster.

    Now let me answer you bag space situation. Personally, bag space is a premium... i would avoid quest items. Did you know you can roleplay and pretend to pick up items and put them in your inventory bag without actually putting anything in your bag and thus avoid wasting bag space?

    My firs foundry quest I wanted to fetch three items: A, B, and C. You first had to obain A then B then C then combine those items to make a new one... thus making four inventory slots. However, with some ingenious thinking I switched the quest from a quest item to a interact with an item quest...

    Originally you had to talk to the first quest NPC that gives you a quest to fetch and obtain A. Then return and get another quest to obtain B and repeat until you get C.

    In the story tab it looked like:

    Dialogue: Talk to quest NPC (You get the quest to get object A)
    Interact with Object: (The quest to interact with an object like a case [or what ever] and that object [the case] will give out a quest item in your inventory)
    Dialogue: Return A to NPC (After you get the quest item talk to the NPC and repeat until your done... repeat for B and C.)

    However, I changed the way I did this quest... With very little difference. I still used the same objects and the same quest NPCs, but instead of making the player lose an inventory slow for a silly quest item... the player gets an added test that just tells the player they found the quest item and then moves on... so on my Story tab it would look something like:

    Dialogue: Talk to quest NPC (You get the quest to get object A)
    Interact with Object: (The quest to interact with an object like a case [or what ever]; however, the object gives the player a text message that said something like, "You rumage the case and fine the quest item A. You quickly pickup A in your backpack.")
    Dialogue: Return A to NPC (After you get the quest item talk to the NPC and repeat until your done... repeat for B and C.)

    The only difference, is I added some extra TEXT which lets the player believe they picked up a quest item... in reality.... you just made the player roleplay and make believe they did something that they did not.
  • foxoramafoxorama Member, Neverwinter Beta Users Posts: 6 Arc User
    edited May 2013
    That's a fairly useful tip - however, what I wanted was to do an ice skating quest and to give a player a +50% speed buff while they have the ice skates, so it actually feels like ice skating. At the moment without a speed increase or anything, it just doesn't 'feel' right in the quest.

    I hope it's something they plan to add, even with bag space at a premium, having quest items actually affect the player holding them adds a lot to the immersion factor.
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