How do I get different behaviors with multiples?


Amberyl

 

Posted

I've now seen several different MA missions where the behavior of a collect, rescue, etc. changes with each subsequent (identical) item/mob that is done.

For instance, in @Autumnsno's "Nuking the Fridge" arc, you're asked to collect 6 DVDs. (Text bar reads "6 DVDs to collect" or something like that.) Every time you click on one of the glowies, you get a clue. Each of the clues is unique.

The only way I can think of to do this is to begin with a collect objective with a quantity of 1 and a singular text of "6 DVDs to collect", then have a "5 DVDs to collect" objective spawn when that one is done, and so on. However, that could cause some awkward problems with having to backtrack and whatnot.

Similarly, in @Jetpack's "Save the Spiderlings!" arc, you're asked to save 12 captive spiderlings. Each of them has a different set of dialogue ("rescue a captive" set-up).

Am I overlooking some useful button in the MA interface that lets me customize what happens with each incremental achievement of a multi-quantity objective?


 

Posted

[ QUOTE ]
I've now seen several different MA missions where the behavior of a collect, rescue, etc. changes with each subsequent (identical) item/mob that is done.

For instance, in @Autumnsno's "Nuking the Fridge" arc, you're asked to collect 6 DVDs. (Text bar reads "6 DVDs to collect" or something like that.) Every time you click on one of the glowies, you get a clue. Each of the clues is unique.

The only way I can think of to do this is to begin with a collect objective with a quantity of 1 and a singular text of "6 DVDs to collect", then have a "5 DVDs to collect" objective spawn when that one is done, and so on. However, that could cause some awkward problems with having to backtrack and whatnot.

Similarly, in @Jetpack's "Save the Spiderlings!" arc, you're asked to save 12 captive spiderlings. Each of them has a different set of dialogue ("rescue a captive" set-up).

Am I overlooking some useful button in the MA interface that lets me customize what happens with each incremental achievement of a multi-quantity objective?

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You can have six different collection objects with "DVDs to collect" as the plural text on each of them, and "Collect the last DVD" as the singular text on each of them, and the system will automatically combine them all for you.

You can do this for any combination of things. For example, you can have one 1-item collection, one 5-item collection, and a boss fight, and if they all have the plural text "Things to Do", then your mission bar will have "7 Things to Do" on it and will decrease as the user accomplishes tasks.


@Mindshadow

 

Posted

You make them all as seperate details, then set the plural text to be identical for each item. This even works with different detail types.

For instance if you give some collections and some captives the same plural text of 'captives to rescue' they all appear as the same objective.


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Posted

Indeed. Just set the plural text the same. The system is smart enough to combine them into a single objective.

Be aware, however, that if you have different singular text, there is currently a bug that will cause the last singular objective text to swap out for the first. So if you have 4 boxes to collect, and have them listed in your MA editor as 'red box, blue box, green box, yellow box', and their plural text as 'boxes to collect', as soon as 3 of the 4 boxes are found, the singular nav text will set to 'red box', even though it may be the green box you haven't collected.


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Characters

 

Posted

Oh, spiffy! Thanks.

I hope someone documents this. :-)


 

Posted

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This even works with different detail types.


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To give another example of this, if you have a mission with the obejective "Collect the Files" You can put three sets of files on desks with the Nav text "Files to Collect" , and also have one "Fight a Boss" objective that has the text "Files to Collect" in the Nav Text and it will show up in the nav bar as "4 Files to Collect" when you enter the mission.


 

Posted

What about destroyable objects? I tried to do this trick using them, but didn't have any luck. That was during beta, though, so maybe something has changed, or maybe I was doing something wrong. Is it possible to have multiple destroyable objects with the same name? I wanted the NPC dialog around each one to be different.


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

[ QUOTE ]
What about destroyable objects? I tried to do this trick using them, but didn't have any luck. That was during beta, though, so maybe something has changed, or maybe I was doing something wrong. Is it possible to have multiple destroyable objects with the same name? I wanted the NPC dialog around each one to be different.

[/ QUOTE ]

Plural text and singular text have nothing to do with the name.

When I've done this with, say, gas canisters, I've called it a tripartite nerve agent and labeled the canisters "compound A", "compound B", and "compound C".


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Posted

[ QUOTE ]
[ QUOTE ]
What about destroyable objects? I tried to do this trick using them, but didn't have any luck. That was during beta, though, so maybe something has changed, or maybe I was doing something wrong. Is it possible to have multiple destroyable objects with the same name? I wanted the NPC dialog around each one to be different.

[/ QUOTE ]

Plural text and singular text have nothing to do with the name.

When I've done this with, say, gas canisters, I've called it a tripartite nerve agent and labeled the canisters "compound A", "compound B", and "compound C".

[/ QUOTE ]

Ah, so the name has to be different, but the text does not. Got it. Thanks.


Avatar: "Cheeky Jack O Lantern" by dimarie