I was wondering if/how you can make a persuade option with different options depending on if you succeed or fail.
Malxados
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
Oh, sorry. Its for TSL. 'Cheating' by using pre-made scripts instead of making my own sounds fantastic.
FYI, the scripts in question are c_sc_per_xx.nss. Check to see which one you need.
- Star Admiral