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Arcade-style approval tracking for mod companion


th3overseer

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Not sure the best way to phrase that, but yeah.

 

So, Arcade will approve of certain things you say or do. I'd like to do something similar with the companion I'm working on, where how you behave will cause her to like or dislike you more. Depending on her opinion of the player, I want her to say certain things, like being more insulting to a player she doesn't like.

 

Problem, I don't know how to do this because, yeeeeaahhhh, scripting anything more complex than an enable-trigger is the bane of my existence.

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Add a variable to the quest script.

scriptname MyCompanionQuestScript
int iAttitude



Increment or decrement the variable in the result script of appropriate dialogue lines.

"You are an idiot."

set MyCompanionQuest.iAttitude to MyCompanionQuest.iAttitude - 1

"You are my best friend forever."

set MyCompanionQuest.iAttitude to MyCompanionQuest.iAttitude + 1



Use the variable in conditions with the GetQuestVariable function, so that appropriate lines are spoken only when the attitude is above or below a required threshold.

Edited by Ladez
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Add a variable to the quest script.

scriptname MyCompanionQuestScript
int iAttitude

 

 

Increment or decrement the variable in the result script of appropriate dialogue lines.

 

"You are an idiot."

set MyCompanionQuest.iAttitude to MyCompanionQuest.iAttitude - 1

"You are my best friend forever."

set MyCompanionQuest.iAttitude to MyCompanionQuest.iAttitude + 1

 

 

Use the variable in conditions with the GetQuestVariable function, so that appropriate lines are spoken only when the attitude is above or below a required threshold.

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Gracias.

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