Is there any other way to indirectly (or directly if I missed it somewhere) trigger an encounter with a quest object? The only way I can see to do it indirectly is through dialog which isn't going to work for me.
Post edited by torquedsoul on
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xhritMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
I don't think it can do what you want. It is kind of limited at the moment...
You might block the path to your encounter if character does not have quest object. Tell us what would you want to do specifically and maybe we will be able to find a solution.
I believe you can use "Component Complete" on the encounter, then select the object. When they interact with it, it will become "complete" and the encounter should spawn.
I didn't try it right now though, so I'm not positive, but I think it works
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mrthebozerMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
Is this quest object an interactive detail on the map or an item that drops in their inventory? Either way, you can make encounters appear on either objective or component completed, as opposed to immediately, on the dropdown for that encounter. Set it for either when the object is interacted with, or for when whatever objective drops the inventory item, depending on what you are doing.
A quest encounter is a bit trickier, as they can only appear either immediately or when their objective is activated. You'll want to set it up in this case so that the encounter objective is next in line after the object objective.
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torquedsoulMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
The problem that I am having is that I have quest objects found on one map that I want to trigger behavior on another map. I think the component complete must be on the same map ... Same thing with dialog triggers ... must be on same map.
Have your player interact with a detail (whatever you want, an invisible wall if you want it to be invisible) make the detail require the item to interact with it. Set encounter to be visible when component complete and select that detail. Doesn't even have to be tied to the linear storyline.
And done. Now the encounter spawns when the player uses that item. (on a detail)
The problem you have with different maps can sort of be solved, by having the detail be on the map you want the encounter to spawn in and you can give the player the item at any time during the quest. (aka a previous map)
You can also have the detail only be visible if player has the item in question and also make the detail consume the item on use.
The problem that I am having is that I have quest objects found on one map that I want to trigger behavior on another map. I think the component complete must be on the same map ... Same thing with dialog triggers ... must be on same map.
You can't use dialogs or components of other maps, but what you can do is to add an item drop from the component, and then in the other map, you can activate a dialog or component with that item (the problem is that it will fail if they discard the item).
Otherwise, you can do it with objectives.
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torquedsoulMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
I think I may have found a solution based on this timer method,
The only difference I make the appearance of the invisible wall dependent on the whether the player possesses a particular quest object and I make the timer effectively zero time. Still playing with it to make sure it will work.
EDIT: That didn't work. It seems that the "visible if" makes the wall non-existent to the mobs.
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I didn't try it right now though, so I'm not positive, but I think it works
A quest encounter is a bit trickier, as they can only appear either immediately or when their objective is activated. You'll want to set it up in this case so that the encounter objective is next in line after the object objective.
And done. Now the encounter spawns when the player uses that item. (on a detail)
The problem you have with different maps can sort of be solved, by having the detail be on the map you want the encounter to spawn in and you can give the player the item at any time during the quest. (aka a previous map)
You can also have the detail only be visible if player has the item in question and also make the detail consume the item on use.
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You can't use dialogs or components of other maps, but what you can do is to add an item drop from the component, and then in the other map, you can activate a dialog or component with that item (the problem is that it will fail if they discard the item).
Otherwise, you can do it with objectives.
"The harder the game, the better."
Timer Trick
The only difference I make the appearance of the invisible wall dependent on the whether the player possesses a particular quest object and I make the timer effectively zero time. Still playing with it to make sure it will work.
EDIT: That didn't work. It seems that the "visible if" makes the wall non-existent to the mobs.