Permanent consequences.

zaizoa

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Hey everyone! 

Okay so basically, I want to know if there's a script that will allow me to make npc's react differently depending on what choices the player makes
 


eg, A player calls an npc asks a player what their motive is, if the player answers something like "I enjoy killing" The npc will react differently to the player.
Or will I have to do it all manually through many and many different dialougue branches?
 

Andar

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


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In this aspect there is no difference between doing this per script or per events: you always have to program the different reaction after some form of conditions.


As a result, using variables and condition the responses to them is actually easier than doing it by script because the script would have no direct connection to the map-events and would need extra work to implement those connections.
 

XIIIthHarbinger

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I would say that it depends a great deal upon the nature of the interactions.


One potential way to do it would be a reputation system. Essentially assign each grouping of NPCs (individual towns, villages, factions, etcetera) a variable, then have that variable impacted by decisions. So that actions that impact that town/village/faction/etcetera positively could trigger certain reactions in your NPCs, while actions that impact that town/village/faction/etcetera negatively could provoke other reactions. 


So for example if you undertake a quest for one group, to retrieve an item, but give the item to their rival instead, the variable assigned to the factions reputation should take a hit.


You will still have to program in each NPC's reaction to the adjustment to the variable, but all of them that you program to be affected by the variable shift, will react accordingly once the triggering event occurs. 


Conceivably you could make it so that a village or faction would become openly hostile to you with the right amount reached by the variable. 
 
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