Howdy all,
Is it possible to cause an encounter to spawn if a person chooses a particular responce in a dialog tree? I have a statue with a riddle and I want 2 of the responce choices to cause encounters to spawn and 1 responce choice to let the player out of the room they are trapped in.
I have the last part working (correct answer removes a wall) but can't figure out how to make the other two choices spawn encounters.
Although, I do see that this can create a sort of monster spawning device, which I don't really want. A player could just stay at the statue and keep answering it wrong just to generate monsters to kill. I may have to rethink this.
Have you figured out how to do this? I have a spot where I want it to spawn some monsters when a wrong password is given. There are 4 choices for the password, it works the first time, but they don't respawn if I choose wrong again.
You can't re-use an encounter. (So syyn's fear of it being exploited is unfounded, btw)
Once an encounter has been triggered and is killed, that's it, it's gone.
What I would suggest, Kyeo, is having a different encounter for each wrong choice, and when the user selects that choice, spawn the mob then remove the choice from the available list. Eventually they'll end up with only one option (the right one)
[SIGPIC][/SIGPIC]
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not1nameleftMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
is it possible to inflic damage from a wrong choice? I am fairy new to the foundry, I tried to make a trap spawn on the wrong answer, which worked but didn't really give the effect i was after
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not1nameleftMember, Neverwinter Beta UsersPosts: 0Arc User
Ive not seen a way to just inflict damage automatically. This would be a nice option. What I ended up doing is what Raphael mentioned about - I set up separate encounters and had one of them spawn per wrong answer, removing the wrong answer from the choice list once it's encounter was used up.
I also tried to make traps spawn on a wrong answer and while the trap would indeed spawn, it wouldn't activate until the player moved off of it.
Ive not seen a way to just inflict damage automatically. This would be a nice option. What I ended up doing is what Raphael mentioned about - I set up separate encounters and had one of them spawn per wrong answer, removing the wrong answer from the choice list once it's encounter was used up.
I also tried to make traps spawn on a wrong answer and while the trap would indeed spawn, it wouldn't activate until the player moved off of it.
I wonder if you could spawn an NPC on the trap for the wrong answer, and then have them immediately disappear? They'd have to be small to project an illusion.
[SIGPIC][/SIGPIC]
Short Code Copy/Paste: NW-DJC4R9H3R
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not1nameleftMember, Neverwinter Beta UsersPosts: 0Arc User
Comments
NW-DI8PEGHIB - "Those Steamy Neverwinter Nights"
Once an encounter has been triggered and is killed, that's it, it's gone.
What I would suggest, Kyeo, is having a different encounter for each wrong choice, and when the user selects that choice, spawn the mob then remove the choice from the available list. Eventually they'll end up with only one option (the right one)
I also tried to make traps spawn on a wrong answer and while the trap would indeed spawn, it wouldn't activate until the player moved off of it.
I wonder if you could spawn an NPC on the trap for the wrong answer, and then have them immediately disappear? They'd have to be small to project an illusion.
Short Code Copy/Paste: NW-DJC4R9H3R
This is what I did but it went as you said and wasn't very good.
I have an altar which if the player's chose the option to smash I want them to be damaged