(persuade), (intimidate) - how are they done?
Débuté par
0x30A88
, nov. 22 2010 07:21
#1
Posté 22 novembre 2010 - 07:21
In the conversation editor, I see skill icons for persuade and intimidate, but how are they handled, is there some kind of script like persaude_check_50points or something..
or simply a plot where I play one line for true and one for false?
#2
Posté 22 novembre 2010 - 08:29
On the player line, you simply select the Skill/Icon from the dropdown. In game, the player sees the name of the skill required for that dialogue option.
The player line will be followed by at least two owner responses.
Typically, the first response has a skill check Condition on the Plots & Scripting tab which is TRUE when the skill is high enough.
The second response is unconditional, corresponding to skill check failure.
The defined flags from the plot gen00pt_skills (filed under _Global > Generic in the core resources) may give you all the conditions you need.
At any rate, the corresponding plot script shows how it's done.
The player line will be followed by at least two owner responses.
Typically, the first response has a skill check Condition on the Plots & Scripting tab which is TRUE when the skill is high enough.
The second response is unconditional, corresponding to skill check failure.
The defined flags from the plot gen00pt_skills (filed under _Global > Generic in the core resources) may give you all the conditions you need.
At any rate, the corresponding plot script shows how it's done.
#3
Posté 22 novembre 2010 - 10:06
Thank you, I just wanted to know how they're used.
#4
Posté 06 mai 2011 - 02:05
Useful info.





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