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Author Plot Wizard - One-time only?
BloodKnight
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Joined: 15 Jun 2002
Posted: Wednesday, 11 December 2002 03:47PM
I just tested out my PW's quests which were created by the plot wizards.

I have to say, the Plot Wizard is good but there is two flaws that are crippling my quests.

A) Once a player "activates" the quest, the quest is exclusive to that player only

B) The quest is run once, then it can never be run again.


My question is: Is it possible to change the above? Becuase I would have a lot of quest rewriting if you guys say "No"

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AlanC9
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Joined: 09 Oct 2002
Posted: Wednesday, 11 December 2002 03:57PM
The Plot wizard isn't really built for PW support (neither is NWN in general, or course). But everything it generates can be edited normally.
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Sweeney Todd
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Joined: 22 Jun 2002
Posted: Wednesday, 11 December 2002 04:21PM
I believe the journal entry/local variables per plot have three states:

1: doesn't know about quest
2: knows about quest, in progress
3: done quest, "Thanks, adventurer!"

You'd just switch the scripts from going to state 3 when they get their reward, to state 2.

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BloodKnight
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Profile: BloodKnightNWN
NWN: SoU
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Joined: 15 Jun 2002
Posted: Wednesday, 11 December 2002 05:22PM
And what about people who don't know the plot?

The problem is, when the first player goes to the NPC with the plot, thats it..only he/she will get the plot. Everyone else will get "Greetings, Stranger"

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BloodKnight
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Profile: BloodKnightNWN
NWN: SoU
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Joined: 15 Jun 2002
Posted: Thursday, 12 December 2002 01:01AM
BUMP

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Urthpaw
Game Owner
Profile: UrthpawNWN


Joined: 17 Oct 2001
From: Edmonton
Posted: Thursday, 12 December 2002 01:47AM
Did a little bit of testing about this.

The Plot Giver checks to see if the local integer on the player is a certain thing, and that a local integer on the plot giver is a certain thing, before progressing. It should be trivial to write a script to reset these.

It seems to me that if you're setting up a PW, you should have a greater handle on scripting than you would otherwise, and you probably shouldn't be using the plot wizard.

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captaincursor
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Profile: captaincursorNWN
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Joined: 15 Mar 2002
Posted: Thursday, 12 December 2002 01:55AM
But many times a persistant world is a colloborative effort. And while the main implementor may know how to script, all the builders, who may have great ideas and are good at designing and building dungeons, may not. Being able to have them use the plot wizard to create the plots of their dungeons goes a long way towards speeding up the process of adding and updating content in the persistant world. But if the quest only gets to be run once, it's not so useful. And if that person who has the good handle on scripting has to go back and fix all the plots after they're created, then it's not quite as useful.

I know NWN wasn't designed for persistant worlds, but it is being used to create them, and something like this is a big omission from the plot wizard that cuts out many builders. I urge the live team to revisit this lack of a feature and considder updating it in a future patch.
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BloodKnight
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Profile: BloodKnightNWN
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Joined: 15 Jun 2002
Posted: Thursday, 12 December 2002 01:57AM
I honestly think it was a big mistake for giving the variable to the PC and that was it.

It is pretty obvious that Bioware does care for Persistent Worlds, since they have a guide up and are trying to add support to them by allowing multiple haks and databases.

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Don Moar
Lead Programmer


Joined: 17 Oct 2001
From: BioWare
Posted: Thursday, 12 December 2002 08:05AM
Hey,

Ultimately, the Plot Wizard was designed to help address many of the most common problems encountered by new module designers. That being said, we're happy that more experienced designers are finding the Plot Wizard useful and we are interested in supporting their module construction efforts, PW or otherwise, in future updates.


Don M
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Anaija
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Joined: 04 Oct 2002
Posted: Thursday, 12 December 2002 08:29AM
One of my favorite PWs (no! I won't say which one. it's busy enough as it is) uses a token-based quest system. If the character has a quest token in their inventory, the quest is in progress. Some quests use multiple tokens.

It's actually a much more elegant solution than it sounds and it works -beautifully- for a PW.
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BloodKnight
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Joined: 15 Jun 2002
Posted: Thursday, 12 December 2002 02:58PM
Would that be Mojo's Token System?

Point me, please

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GMacLir
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Profile: GMacLirNWN
NWN: SoU


Joined: 28 Aug 2002
From: Marion, Ohio - U.S.A.
Posted: Thursday, 12 December 2002 03:35PM
No it is an actual item in the inventory, not a part of a "system." And yea, the certain PW does have a lot of users. Been playing there, actually don't play anywhere else, for about 3 1/2 months.
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Kuseikos
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Profile: KuseikosNWN
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Joined: 19 Jul 2002
Posted: Thursday, 12 December 2002 04:00PM
This is a good occasion to state my opinion on the wizard. I think it's 50% good and 50% bad
good because most people don't like scripting, and that gives you the tools to make a quest in a few clicks. Takes some time to learn how to use it but then it's pretty quick to work things around. In a major module by some good scripter, it can be resorted to to add side quests along the way.
It is bad if you are a good scripter already because it complicates something you could easily do yourself. It does not support multiplayer and so you have to work on the scripts manually; that you could have done without installing a wizard though. I am not totally sure this tool was necessary, all in all, but it's a fair addition.
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BloodKnight
Game Owner
Profile: BloodKnightNWN
NWN: SoU
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Joined: 15 Jun 2002
Posted: Friday, 13 December 2002 11:45AM
So does anyone have a solution for saving variables onto PCs?

I know there is PW developers out there knowing something I don't

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