th3overseer Posted March 19, 2017 Share Posted March 19, 2017 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. Link to comment Share on other sites More sharing options...
Ladez Posted March 19, 2017 Share Posted March 19, 2017 (edited) 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 March 19, 2017 by Ladez Link to comment Share on other sites More sharing options...
th3overseer Posted March 19, 2017 Author Share Posted March 19, 2017 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.Unavngivet.pngGracias. Link to comment Share on other sites More sharing options...
Recommended Posts