Fallout Dialogue Choices

SpookyFace66

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In Fallout and Fallout 2 (both developed by Interplay), there's a dialogue system, in which your stats affect your dialogue options.


Have a low Intelligence and you will talk to everyone as if your brain was the size of a walnut.


Have a high Intelligence and you could even make Master (at the end of the Fallout) commit suicide, avoiding any kind of conflicts.


I wanted to know if there's a way to implement that mechanic in an RPG Maker MV game.
 
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Yeah, it's possible. Pretty simple, too. All you gotta do is just make some variables for the player's stats and then create conditional branches for how high they are.
 

mlogan

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.



This is more of a "how to" than actual discussion on a mechanic.


And yes, you can, as BlackLiquidSorrow has stated.
 

SpookyFace66

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Yeah, it's possible. Pretty simple, too. All you gotta do is just make some variables for the player's stats and then create conditional branches for how high they are.
Thanks a lot man! :D


I'll see if I can do that, I'm trying to make a Fallout Fan-game and I'm not the best at using RPG Maker so... yeah.

This is more of a "how to" than actual discussion on a mechanic.
Sorry, I'll make sure I put it in the right thread next time.
 

mlogan

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No worries, it's hard to know sometimes exactly where to put things, even for us old members. Game Mechanics is more for discussing theory of mechanics and such, while the support topics are more for "how do I implement this".


To expand on the variables, you'd want to have a variable, say "Intelligence" and various interactions could add 1 (or whatever) to it. Then when you are writing your dialog you can use a conditional branch with your choices of dialog and something like "if Intelligence is <10" followed by dumb dialog, then if "Intelligence is >10" followed by less dumb dialog. Or whatever.
 

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