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Persuade option in custom dialog?

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 Malxados
02-11-2009, 7:01 PM
#1
I was wondering if/how you can make a persuade option with different options depending on if you succeed or fail.
Malxados
 Star Admiral
02-11-2009, 7:38 PM
#2
You would create two dialog branches, one for the successful persuasion and one for the failed persuasion. The success branch would use a conditional to check if the player's persuasion skill is high enough. Is this for K1 or TSL? TSL incorporates a series of built-in scripts that you can use, while for K1, you'll need to write your own.

- Star Admiral
 Malxados
02-11-2009, 8:12 PM
#3
Oh, sorry. Its for TSL. 'Cheating' by using pre-made scripts instead of making my own sounds fantastic.
 Star Admiral
02-11-2009, 11:50 PM
#4
FYI, the scripts in question are c_sc_per_xx.nss. Check to see which one you need.

- Star Admiral
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