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Making Persuade dialog?

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 harark1
03-05-2011, 9:36 AM
#1
For this new planet mod I'm making, I was wondering how exactly you would make a persuade option possible in dialog. Tried figuring it out on my own but nothing I tried worked; quite perplexed I am.:confused:
 Fallen Guardian
03-05-2011, 11:08 AM
#2
You write your persuade line that the PC says sort of like this.

[Persuade] GIVE ME THE PIE!

Then you have the NPC you're trying to persuade have two dialogue branches, a successful one and an unsuccessful one. (The successful one must be above the unsuccessful one)

On the one you want to be successful, you put one of three scripts.

k_con_perseasy

k_con_persmed

k_con_pershigh

Those scripts determine how high of a persuade skill you must have for the attempt to be successful. Just put one of them in the conditional field, and you're good to go.

So the conversation could go:

Player: [Persuade] Give me pie now.

Successful Persuade: [Success] All right, here is some pie.

or

Player: [Persuade] Give me pie now.

Failing Persuade: [Failure] No, no way man. It's my pie.

Now I don't know if there is another way to do this, but I always have to write success, failure, and persuade in brackets. So keep that in mind and I hope this helped.
 Viado Onasi
03-05-2011, 1:53 PM
#3
Then you might want to add a quest or item or something to give the player if they are successful, depending on what they are trying to pursade them to say/give.


P.S. Thanks, btw, for the script names, Fallen!
 Fallen Guardian
03-05-2011, 2:32 PM
#4
No problem.
 Qui-Gon Glenn
03-05-2011, 3:51 PM
#5
You could do your own custom conditional script, but why? :lol:

As for the entry of [Persuade], don't think there is a way to get around that.
 harark1
03-06-2011, 7:29 PM
#6
Thx guys big help. (Want a little hint as too what it is for?)
 Viado Onasi
03-06-2011, 7:32 PM
#7
Sure, why not?
 harark1
03-06-2011, 7:43 PM
#8
mmk, it is for persuading people to join a armed revolution thats purpose is to overthrow a group of evil dictators called the Guardions.
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