Вы находитесь на странице: 1из 42

-1-

@gillrmn

Foundry Manual
Part 0 (Intro)
Version 1.1

Gond, the deity of all craft in wonderhome

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-2-

Index
Foundry Manual.......................................................................................................... - 2 -
Character Selection............................................................................................ - 3 -
Selection Menu..................................................................................................... - 7 -
Campaign Editor................................................................................................ - 12 -
Quest Creator.................................................................................................... - 14 -
Menu Bar..................................................................................................... - 16 -
File Menu............................................................................................. - 16 -
Edit Menu............................................................................................ - 16 -
Context Responsive Menu................................................................ - 16 -
Respec Menu........................................................................................ - 17 -
Help Menu........................................................................................... - 17 -
Save Button.........................................................................................- 18 -
Publish Button................................................................................... - 18 -
Tasks Button....................................................................................... - 18 -
Chat Buttons...................................................................................... - 18 -
Tabs............................................................................................................... - 19 -
Quest tab............................................................................................. - 19 -
Story Tab............................................................................................. - 20 -
Map tab................................................................................................ - 25 -
Dialog Trees........................................................................................ - 31 -
Costume Tab........................................................................................ - 33 -
Item....................................................................................................... - 34 -
Popups.......................................................................................................... - 36 -

Foundry Manual
Apprentice of Gond himself, have you come to Wonderhome or are you just
lost in the House of knowledge? Somehow, you were able to reach here and
now I must treat you as an apprentice. The first question we ask every
apprentice to ask themselves - how do you go about creating your quests? An
apprentice is not a gondsman. They won't be able to create forged content
right away. They need to familiarize themselves with the tool called foundry.
Experiment first - and then go back offline. Think of a concept, design it and
then come back to create some good content. This apprenticeship will help you
when experimenting with tools but in no way can it replace the actual
hands-on.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-3-

Character Selection
You Login to foundry and this is the first screen you get:-

The character is auto-generated. You can delete the character and then
create a new one anytime. No cows are harmed when you do that. Infact, when
your character gets bugged (naked, looses skills, you respecced messed it up)
just delete the character and recreate it. Believe me, it may happen a lot. Good

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-4-

thing is, the foundry character is completely separate and unrelated to your
game character. This one will have no bearing on your other two in the game.

Now study this screen for a moment. There are various options, important ones
being:-

Bug:-
Bug You can submit a bug report by using that green bug button on top left.
You are supposed to enter foundry but can't? Creating a character logs you
out? Just generate a bug report.

Version:-
Version Written on the top middle of screen in white. Use it to check your
build, if it is current or not. Important to those who have disabled on-demand
patching.

Logout:-
Logout It teleports you outside the wonderhome of Gond.

Options:-
Options Yes, you can change all the video, gameplay etc options right here on
this screen. Gondsmen often do that.

Support:-
Support Generating a ticket. A scribe will be sent to Oghma who will look
into his records to correct the discrepancies.

Exit the Foundry:-


Foundry Takes you to the game. It is disabled for me because game is
not live right now(no alpha or beta up and shards are down).

BUY/BUY:-
BUY/BUY Not implemented yet, to buy character slots and zen right from
this screen!

Enter the Foundry:-


Foundry Yeah, it does what it says.

If you delete the character, you have to click where its name is displayed and

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-5-

type the name there. Sometimes the character will have names like "No Name"
or "<No Name>". Don't sweat. Just type "<No Name>" and it will work. Same
approach is used when deleting quests, campaigns etc. Once you type, character
will be deleted when pressing the now-enabled OK button.

Yeah, he does that - just beachy! Press on the now-enabled "New Character"
button. Some useless choice will appear, just press anything:-

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-6-

Press OK - the choice of shard will not matter. You might get logged out so
just log back in. The character is created as soon as you press ok. That is all
for the character screen. Now step into next portal by using "Enter the
foundry" button from character screen. You have mastered the gates of
foundry. Now Gond asks for greater achievements in your craft.

You can enter foundry only when you have at least 1 valid character.
However the content of foundry is not tied to any character.

Now I present to you, the portal of "Selection Menu".

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-7-

Selection Menu

Alright alright! Have a great time watching my private screen, something I


saved through half an year of NDA. (The cleric grumbles).

The things to note here are:-

Previous:-
Previous This button on lower left takes you to Character Selection screen.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-8-

Left Hand Page:-


Page If this is your first time, it will be empty. You will have four
options here.
K New Quest: Logical choice to click if it is your first time.
K Buy Slots: Open zen shop to buy slots. (The description 2/10 slots, 1/10
campaign slots is a bug giving me extra slots. It might be different for you
and WAI instead)
K Delete: To delete a quest or campaign. Again a box like before will open up.
If you have <UNNAMED QUEST> as automatically generated title, just type
"<UNNAMED QUEST>" and it will be deleted.

K New Campaign: You can only create a New Campaign if you have at least
one published quest. Also, always remember to add only the quests which
have been published at least once in a campaign. It will keep the campaign
WAI.

Right Hand Page:-


Page Various screenshots will show what option you have:
When you select a campaign(shown as <C> in diamond box on left side tab
instead of <Q>) you have an option to EDIT it and two tabs. Edit will open
the campaign for editing it(later on that). Main shows the description of
campaign you give. Also, "Last Updated" and "NW-number" is shown. Quote
NW number in all communications. You can change the name of
quest/campaign anytime, NW number is the identity of the campaign/quest
which never changes.

NW number is something a Gondsman always quotes when invoking Gond.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
-9-

The next MAP tab shows the location of the quest icons of all the quests in
the campaign(more on how to make them later). The icons are determined from
the quests itself and you cannot edit them. You can however choose the
picture above the tabs (where SHARDS OF SELUNE is written) when editing
campaign.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 10 -

Now choose a Quest with <Q> icon.

Apprentice will be shown the last one, a quest. Stars are displayed in yellow
with how many people played it in bracket(32). On right side, we have three tabs
and two button this time.
K Edit: Will open the quest for editing.
K Duplicate: Very important function. It will duplicate your quest and copy
it as "Copy of<original quest name>" and make a new one. This function is
required as what you do is make all the costumes to be used in first quest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gondsman answers a query:-
How to Use Duplicate to Copy Map Template
Two scenarios here.

First is that you have yet to start your campaign. Then what you do is create
a quest name "Template" and never publish it. In that quest create all the
NPC which you think you will use later. You can also create upto 5 maps
which you think will be frequently used.

Now what you do is save the quest and then duplicate it. Then on the
duplicate of the quest, you rename the quest and then create your quest
over that duplicated copy.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 11 -

~~~~

Second is, you have already created a few quests. Now you decide to add
another NPC which you had not planned before in your 4th quest. What
you do is create the NPC in 4th quest. As you create the NPC, jot down every
setting somewhere temporarily.
Now after creating the NPC in 4th quest, go back to the Template. There
create the NPC again using the written stats. Once you create the costume
for NPC in Template, save it.
Now from the 5th quest onwards, you will have your NPC available. You
do have to create him twice if you didn't think of it before, but it will make
sure you can use your NPC in later quests.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TABS

Reviews: It shows the Tips received, More reviews as a next page button, and
reviews with stars hidden behind names as a weird UI bug which is being looked
into.

Maps: This shows the icon for the first map in the quest. How to choose it
wisely will be dealt in later advanced concepts.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 12 -

Main: All quests have NW- as prefix in NW number, while campaigns have
NWS- prefix. Rest all is same - it shows the description.

Now we will talk about campaign menu. Select a campaign(if you have one,
otherwise skip to quest creation part) and press edit. Notice that Duplicating
campaign is not possible. The reason will become clear once you know what
campaign is.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 13 -

Campaign Editor

This is the campaign Editor menu. Very simple and bare.

Return:
Return Takes you back to selection menu.
Save Campaign:
Campaign Save button.

Campaign name:
name A short 32 character name. ASCII characters are allowed, but
don't abuse them or quest won't show up in search. Or abuse them so quest
remains private. Creativity triumphs tools!

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 14 -

Campaign description:
description 1000 letter description. Don't forget to add "Tagz: " line
on top.

Banner Image:
Image The picture that will show up when you select campaign. Choose
one which describes your campaign, or the one which is pretty.

Campaign Quests:
Quests The quests of campaign in playing order. As a good practice,
only add quests which have been published once already.

Add, Delete:-
Delete Add/delete the quests to campaign. They do not delete the quest,
just remove it from campaign and place it stand-alone.

Up/Down:-
Up/Down Change playing sequence of the quests.

From Selection Menu, create a quest or edit present quest. This takes you:-

To this screen:-

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 15 -

Quest Creator

Hmm... Yeah it takes time when you first load it. The game patches up and
downloads resources like pictures, UI elements on-demand. Pretty nifty
actually. Keeps your client updated!

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 16 -

Apprentice, feast your eyes on what will be your home and place of worship
over next years, perhaps decades. This is the Quest creator. Know it, love it and
may it smile back at you! Now after looking at it and appreciating how lovely
the roundness of font looks (what? You don't notice it? Ha! You never had to
see its early ugly mug in alpha. Trust me, this is a beautiful elven lass while that
was old dwarven woman with a beard... Not that I have anything against
dwarven women with beard, at least nothing against them after some beer...)

Ok, after customary dwarven joke, lets get to work. First of all, remember to
make all your maps so objects are within dwarven reach. This was actually an

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 17 -

issue in one of my quests. I thank the dwarf who attacked my knee after
perceiving discrimination against shorter kind. Good thing it was not an
arrow... *sigh* good times, but I digress.

Apprentice, you thought you were ready to talk about boxes? Think again.

Menu Bar
File Menu
There are many options. Skim through them quickly and see if any option is of
consequence. New... Not needed. It is better to do from GUI instead of menu.
Play from beginning... There is a button doing that. We will talk about it in
story tab. Save... Ctrl+S -remember it. If your mouse disappears, use this
shortcut key. Save often! Close project: To close the project and go back to
selection menu. Use this instead of alt+F4. Believe it or not, alt+F4 takes
longer time and can cause errors. Or just use Exit Editor which instead of
closing this takes you to login screen. Close project is best imo.

Edit Menu

Your normal everyday shortcut key commands. Read the keys, remember the
keys. But use shortcuts!

Context Responsive Menu


Between Edit and Respec is a menu which depends on which tab you have
selected. The first tab "Quest" is not having any, so you don't see it. But you
will keep seeing something here as you change tabs. We will discuss them in
their respective tabs. However they only have options which are already
presented in the respective tabs. So you may check them yourself, and decide if
to use from GUI or from the bar.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 18 -

Respec Menu
A menu which respecs your foundry character to any of the four class(maybe
more will be added later) to either lvl 1 or lvl 10 for foundry testing purposes.

If your character gets naked, bugged etc or has lost its inventory, just use
respec. If respec does not help, delete the character and create new one. Respec
is like soft reset while Delete Player Char is like hard reset for any Player
Character related problems.

To show you that this awesome feature actually works.


*Currently it is bugged and only Guardian Fighter respec is reliable. It is a
known issue and is being looked into. You should be able to respec other
classes safely by open beta.

Help Menu

You can read EULA here. Whenever in doubt, open it! Then read the fine print.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 19 -

You can also report a bug in foundry from here. Only foundry related bugs
can be submitted from here. Other bugs related to character etc which are not
foundry specific cannot be accessed. Well, you can submit them there and
probably devs will sort them and forward them to proper people. But
submitting them here means you submit them in wrong category.

Save Button
It does the same thing as Ctrl+S. Save often! You need to save often! Foundry
will crash when it can do most damage to a careless gondsman. Careless
gondsman is dead gondsman. Foundry is like a drow - pretty but deadly! (and
sometimes into ess and am)
Sometimes Ctrl+S will not work. In that case use that button. If you lost your
mouse cursor, save and it will return.

Publish Button
When your quest is complete and ready for first publish, do it here. It can then
be played by others. You can always withdraw your quest and republish it.

Tasks Button
This will display a list of all errors. For example, you used "I will put a mark..."
and "put a" is profanity. You don't need to pull out your hairs to find it like we
used to do. Now just click the tasks button, double click on the error and it
will take you to the place causing it ... most of the times. (well no one is perfect,
except Selune and even she changes!)

You are a black belt in Menu Bar now! Enjoy!

Chat Buttons
Just below located on the bottom left are two buttons: Friend and Chat.
Chat They
open friends list and chat is well.. Chat. Just like in game.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 20 -

Tabs
Let us come to the real thing. The tabs. First tab automatically enabled is
Quest tab. This is shown here:

Quest tab

Left side has a Quest overview portion where you can change name of quest,
edit description or have Private Notes visible only to you. No profanities please
or error will pop up. Try so that the profanity filter is not able to increase

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 21 -

your vocab of profanities, you will fail however...

You can also choose languages,


languages somewhat limited to four now, you can always
demand for more to be added there. I believe it is just tagging the quest,
nothing more.

Then you have "Pre-Publish


Pre-Publish Task list"
list or task list after publish.
publish Quest errors
will be shown here just as you see them from task button on menu bar's pop-up.
Repetition is important after all! Then on right side, side you will have empty
realms if quest is not publish. After publish, you will see last published time,
time
option to withdraw or submit to cryptic for featuring, Reviews with average
rating and statics, tips and review comments.

Don't worry too much about comments. Even best of the quests get some really
unintelligent reviews. Don't worry too much about it. Its hard, I know but
that is how it is. Review system is far from perfect. As far as Selne is from Shar.
Though you will find heretics saying.... Ah! I digress! Back to task at hand!
Well, thats all that is here!

Story Tab

This figure shows story tab enabled by pressing "Story" tab.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 22 -

You should never start with this tab. This is because unless the quest takes
place in public non-instanced area (where you can only do a few limited things)
you need a map to place a story on. Hence real place to start would be making
a map in next tab. Right now we are discussing tabs only, so it does not matter.
When you press +Map, that is when it will ask you to place a map. Anyways,
once you get it running, whenever you do - it will look like this (as it will after
next part when we start a quest and explain it in more detail).

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 23 -

The flowchart behind the pop-up shows the flow of the story. You don't need
story board to tell a story - as we will show in later nonlinear part of
advanced tutorials. You can tell a story without using storyboard too. For
now note the left side bar. The +MAP which was there in above screenshot has
shifted to left hand side and then we have a vertical bar. This long bar is MAP
POPUP BAR. This is used to set location of the map and its picture. More on it
later.

We have MAP TRANSITION on flowchart just after and before the maps. It is
used to set in and out points from the maps. You can also set it up so you use a
world map to go anywhere. For example, you can use it to transition from

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 24 -

Protector's enclave to Black lake or any other area.

On extreme right side are flowchart elements. They are self-explanatory but let
me explain them.

Interact with object:-


object Can be used in Cryptic maps [default official ingame
maps].
Use the object. The object sparkles, you press F and your character does
animation. My quest Selunite way uses animation in weird fashion - a magical
charm stone which if you touch, you will do a seductive dance (charm make
you do it) or a cursed stone which will make you zombie dance etc. You can
also use items for stuff - more on it later in tutorial.

Kill enemies:-
enemies Cannot be used in Cryptic maps [default official ingame maps].
You cannot place enemies in cryptic map so you can't use it for non-instanced
public areas. But you can use it for your custom maps. You can place an enemy
and use this objective on it. It means that the player must defeat that enemy in
order to progress. Keep in mind that the enemy will only appear when objective
is in progress as otherwise killing it may get the players stuck in the quest.
Hence you will only see them when player is doing that objective.
Workarounds are there, more on them later.

Dialog:-
Dialog Can be used in Cryptic maps [default official ingame maps].
Dialog means talking to an NPC. Every dialog must have one branch which is
success. You can fail rest of the branches. More on how to create dialogs in
dialog tab.

Inspect Object:-
Object Can be used in Cryptic maps [default official ingame maps].
Glorified word for talk to inanimate object. There are some differences
compared to talking with NPC in mechanics as well as some limitations. And
ofcourse, animation too. More on it later. But remember that Dialog with
NPC and Object have slightly different parameters and options.

Unlock Door:-
Door Cannot be used in Cryptic maps [default official ingame maps].
I have never been able to use it without any bug. I would say don't use it,
instead use the workaround. However, this is the only way if you want (for
example) a key in the lock. Then put an invisible wall in front of the door and
disable the wall when objective is in progress. Later in advanced technique we
discuss how. For now - if you want to use key from inventory of player - only
then use this option. {Also, you people are very lucky to have vertical walls.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 25 -

Earlier we had horizontal walls and we had to stack them to make a vertical
wall in front of the door - like a radiator of car - every six feet. Now you just
need one! Thank jfinderdev for it!}

Reach Point:-
Point Can be used in Cryptic maps [default official ingame maps]
Cryptic maps have a lot of default markers for their golden path and you can
use them here. If you want to place your own, you need to do it in your custom
maps. When you place a marker in story tab, it will complete objective when you
reach the marker. A marker is ~30 feet sphere by default. When you enter this
sphere, you start the trigger. Then if you reach the center, or decide to leave
the sphere, it will trigger thus completing the objective. The reason it does not
trigger the moment you touch the marker is to keep the behavior consistent
and mobs behaving WAI. If they try to leave the marker, it will trigger anyways
like a landmine!

Now on to Map tab!

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 26 -

Map tab

This is what you see when you first open map tab. Always remember a rule for
new apprentices to wonderhome. When creating inside maps, Use the one shown
- Empty Map (Custom). Always. ;;;; When creating outside maps, use detailed
maps when you don't have something specific in mind. Mostly.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 27 -

Create New Map:


Map This popup has two parameters, a name and a version. Version
is for your convenience. Not needed but nice feature to keep track. Then a
radio button to switch between inside(dungeon and room style maps) and
outside (Landscape maps). It lets you switch the selection. The text filter to
search for text is very useful here.

Remember filter is very specific. So if an object/room/etc is named "Caverns of


Trollish brutes", typing brutes trollish, will yield no result. If the cavern is
named "I luv - beholder" typing "luv beholder" will yield no result. You have to
type "Trollish brutes" and "luv - beholder" to get a hit.

Using the kit, you can filter maps by types. Crypt and Caves Large are biggest
room maps. Royal crypt is bigger but it has confined space when it comes to
exploring, so creating multistory structures in a single room is mostly only
possible in crypts or large caves. (or ofcourse, any outside map)

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 28 -

If the map is empty and indoor, it will show a rectangle(black) and this UI. In
above picture, we have an outdoor courtyard detailed small map. Let us
analyze various elements of the map.

Look at the menu bar. Just below it are tabs in a bar. Just below it is what I will
refer to as MAP TOOLS BAR for obvious reasons. The MAP TOOLS BAR
consists of:

Map dropdown selection:


selection If you have multiple maps, you can choose which map
you are currently working on. You can also create a new map from here, last

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 29 -

option in dropdown box.

Rename:
Rename To rename the map. As map name is displayed during transition and on
minimap, it is important to name the map.

Edit Backdrop:
Backdrop Select for outside map the Music/sound+sky+overide skies. For
Indoor custom map, each room has its own Music/sound. So you only select
the overall environment, whether you want shadowfell or normal. Even
torches and lights are room specific in custom Indoor map or you can always
place your own lights.

Component Tree:
Tree Very useful for organized people. If you name all important
objects, just open it and sort using a field. Or type in the search filter and the
object will be displayed. You can also sort in various ways. Very nice to find
objects using this.

Three stooges:-
stooges More trouble than useful, turn them off everytime you open
foundry. First is "Show Mission" and puts annoying icons to glare at your eyes
with complete Objective Text. Second is snap to grid which is sometimes useful,
not always. It snaps to 2 feet which can make you walls look as if they are in
air. It is better to place it manually, like masons in medivial times did. It will
bring realism to your art too! Third is snap to angle which is many a times
useful but not for finer adjustments. You might want to turn it on
occasionally, but not always.

Play Map:-
Map You open your map in a blackbox/sandbox like preview map mode
where you can use god-powers and awesome 3D Edit mode to edit objects by
rotating and placing them like Legos, infact better! All of this in 3D. That is
but advanced subject so will be dealt with later!

Duplicate Map:-
Map You can use one map in storyboard only once. To use it again
you can duplicate the map and use it again.

X:- Then last icon is delete map.

After MAP TOOLS BAR we have on the right side, Map Edit Window. Here you
place objects, place rooms etc. 4 things are important here.

Zoom bar:
bar Located on top left, you can use it to zoom in and out.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 30 -

Detail/Layout:
Detail/Layout This is a map mode in which objects are shown individually. For
example, you want to change a costume of one monster in an encounter. Use
this mode. Press 1 or 2 to change it with Layout mode, back and forth. In
layout mode, you edit main BIG objects. Like encounter itself is edited in Layout
mode unlike changing of costume for one single monster. Similarly in indoor
maps you can rotate and select rooms to change music light etc. When using
layout mode while in detail mode you can select objects. Etc.

On the lower left hand side, we have a budget window.


window This shows you how
many things you can place in a single map of various type before you cross the
maximum limit. A map above maximum limit cannot be published unless it is
brought under the limit. Always keep an eye on it.

On right hand side, we have ASSET LIBRARY and UNPLACED COMPONENTS.


The latter is where errors of missing objects for the map are placed (when you
use story objective but forget to specify object, or if in a trigger you forget to
select which object causes trigger.

Assest Library
This is single most library to place all kinds of objects - ranging from skies,
lights, FX, sounds to almost any object, rooms, earthmotes, grasses. Anything!
It is the box which contains all the boxes of LEGOs. This will have a separate
tutorial dedicated to it later, with all the various types of objects. But this
will help serve as short intro.
Text filter, the category selector on all act the same as they acted before.

Special
This is where special objects are placed. You can place spawn point, though it is
automatically placed when you first create the map. Then you have combat
nodes. This is useful to tell monsters to stand at a particular location when
they come near it. Ambush means monster will hide and wait for player. Sniper
will stand at that location and snipe. Guardian will protect.
So place guardian node just near a narrow opening like a door (or a cliff as in
300), ambush just near the side of the door for backstab - and sniper safely
away in the center of room whom guardian defends. You have designed a
difficult encounter which does not always works the same way (making the
encounter more difficult to handle).
Remember, combat nodes are like suggestions, not compulsions!

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 31 -

Details
This is where objects are placed. All kinds of inside outside objects like armors,
walls, doors, rocks, grass, water, dust, darkness, stones etc. Only inanimate
objects though, mind you. Also there are bodies, but to show dead people,
better use NPCs. This needs a tutorial of its own and shall soon have one!

Clusters/Rooms
This is where clusters for outdoor maps are stored - a group of similar objects
like village houses, corn crops, wheat crops, grass field. These arrange
themselves to the terrain. However, remember that height manipulation is not
possible in clusters but you don't have to worry about that, only devs have to
when taking suggestions.
Empty indoor custom map has Rooms tab instead to pick and drop rooms to
connect as a 2D dungeon. There are many rooms, you should try to look
around for them. They can be auto-populated by right clicking on them

Traps
A few meager traps. If you place them under the floor, rogue can't disarm them.
E.g. In one of my quests I placed them 0.2 feet under the floor (Y=-0.2) and
found this accidentality from an angry player who was not able to disarm the
trap. I was amused and decided to make a quest based on such traps. But later I
gave up as like a cat, I lose interest in things I can already do in foundry and
instead I try to grab things seemingly out of reach .... *sigh* I digress again!

Teleporters
These are a set of two. When you use one, it takes to another. Drag it to place
somewhere. Then drag one of each to position exactly where you want. Its two
way, remember that. So to make it one way, you have to close the way using a
trigger later. However closing a way to entrance can cause one person of
party to be trapped so it is not recommended way to do things.

NPCs
The NPCs are placed from here. You use costume tab to edit and make custom
NPCs. Cats, horses, dragonlings - all are available from here. This will be
handled in detail later. It deserves details. Very complex once you go inside te
various settings!

Encounters
This is where you place encounters by picking them up. Simple!

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 32 -

Next in line is Dialog trees.

Dialog Trees

This picture should be enough to tell a tale about this tab. However, you have
to create a dialog using Map or story tab. From there, when you choose
"Advanced Dialog Editor" you will be sent here. Always do so, it is better.

There are four different types of dialogs:-


- NPC dialog created via Story tab (objective)

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 33 -

- NPC dialog created out of story (default talk)


- Object dialog created via Story tab (objective)
- Object dialog created out of story (default talk)

Remember, all four are different! From story tab, it also makes a difference if
you are using cryptic's public map or your own custom instanced map. Thus you
have actually six types of popups.

Above dialog is "NPC dialog created via Story tab (objective)" You can see
Red tab which fails the objective. Fails means that dialog breaks and you
have to talk again to start the talk objective. So it is not really fail. You can
create a real fail out of story though. But that is advanced technique and
not recommended unless its a subquest or there is an alternate route.

There are multiple options with ability to drag and place the logical flow
anywhere, even in a loop!

Then we have costume tab

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 34 -

Costume Tab

This needs its own detailed tutorial which I will cater to later However
reaching this level of proficiency within first hour with the tool is very
common! This is Yana Silverstar, a Selunite mage. ^^

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 35 -

Item

The last tab is item tab. Let me show you this tab in a few screenshots instead of
text. It is very easy to create items which we use later.

However, remember that the items are only a picture in your inventory and a
flag for quests. So as shown, I have chosen an orb. I can put another orb from
details in the map and make it interactable so that when you press F, it
disappears and this picture in your inventory appears. However, this is just a
flag for an item and a picture in the inventory taking up a slot. No stats
changes, nothing else.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 36 -

Now we have discussed all the tabs a bit, let us check out on important pop-ups.
<Ah! I hate pop-ups! So difficult to integrate into everything including
tutorials!>

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 37 -

Popups

Basically, a lot of pop-ups which will be dealt with as we discuss each situation
in greater detail. Many later pop-ups have to be scrolled with all those options.
So not all options have been shown. But worry not While we do tutorials,
almost all will be covered slowly one by one! Here I give a preview of a few
pop-ups. This is not an exhaustive list, but a list to get you familiar with
plethora of pop-ups.

The above popup is from outside map selection. Each map has a description and
picture which gets updated from server (on demand patching) when you view it
for first time after update. So it may load slowly.

The error box which pops up after pressing tasks button on top bar. Double
clicking on the error will take you to the place where error is being caused.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 38 -

This is from the component button when pressed from MAP Tab --> MAP
TOOLS BAR. You can use sort or text filter.

Cryptic Map have nothing to select. Otherwise you would have to select the
map icon and its location on Neverwinter map here.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 39 -

Like this!

The above popup will take you here where you select the icon and location on
map.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 40 -

The OBJECT ATTRIBUTES popup. It has many options when scrolled. More on
this later when we do tutorials!

The NPCs ATTRIBUTES popup just like above but with some difference. It has
many options when scrolled.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 41 -

One of the four kinds of dialog pop-up window. The dropdown box
differentiates two kinds of them. The one from story tab will only have options
"Objective Complete" and "OBJ in progress" so that quests don't get stuck if a
component is not present(or worse, an infinite loop). This is "NPC dialog out of
story"

Various pop-ups from story tab. This one will be different than when you select
Naya in Map tab to use a trigger out of the story. Other kind of story
objectives have other options specific to them in their respective pop-ups.

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12
- 42 -

An objective used in Parallel and a pop-up. Objective will progress only when
both the parallel objectives are complete. Almost all logic when not stated is
*AND* logic. Remember that! Also check the item dropping, requiring and
consuming options. More on them will be added later!

The Apprentice of Gond is now asked to study the manual 1 of Foundry. Gond
recognizes the Apprentice as having potential!

Congratulations!

Foundry Manual 0 1 2 3 4 5 6 7 8 9 10 11 12

Вам также может понравиться