Campaign

A campaign is a group of modules linked together and sharing resources through a campaign folder. The [Official campaign] is an example of a campaign.

Here is how you create a basic campaign using the campaign editor plug-in:


 * 1) 1 You create a campaign folder (From the tool set menu: Plug-ins->Campaign Editor)
 * 2) 2 You add existing modules to that campaign using the "Add button" on the lower right hand side. The modules will appear in the bottom right pane as you add them.
 * 3) 3 Save your campaign
 * 4) 4 Make sure you enter the name of your starting module (just the name without the .mod extension) in the appropriate box on the upper right hand side.
 * 5) 5 Start up the Neverwinter client, select "new game" and then select "campaign". You should see your campaign appear here. When you select it and start the game, you should appear in the start location of the module that you set as your start module.

If you open any module within the campaign, you can add scripts and conversations under the campaign script/conversation tab. These get added to your campaign folder and will be available for use in all your modules. You can also create campaign blueprints that will be available in all modules. You can also just copy the appropriate files for scripts, conversations, and items from your module into the campaign folder and t hey will appear as campaign resources.

You will also be able to read global variables from any module within the campaign, so set any quest variables that span modules as global variables.

For linking the modules together with area transitions, the easiest way is to lay down a map transition trigger and replace the default OnClick script with a simple script that gets the object clicking on the trigger and transfers it to the next module in your campaign using the LoadModule function. This will save the state of your old module and transfer the player and all faction members to the new module.

For a fancier approach you can use the world map system.