- Jul 9, 2017
- 684
- 790
I seem to be missing something, because when i gave the player the choice of making a decition that increase the variable ("loyalty"), and then give consequences for that, it always gave me the same answer.
The code is somehting like this.
menu:
"Give an inspirational speech.":
$ loyalty += 1
"Dont give it."
(...a lot more of the script)
if loyalty < 1:
"They look at you with devotion. Your little speech last night make an impact and Rasgor probably had something else to do with it. While you probe worthy in the next incursions, they will be no question about their loyalty."
else:
"They look at you with distrust. Your little speech last night make an impact, and not a good one. While fear can be usefull, it is better if they obey you because they want to. You have to do something about this too." (THE GAME ALWAYS PROCED TO THIS ANSWER, EVEN WHEN YOU CHOOCE THE OPTION THAT IS SUPPOSED TO GIVE YOU LOYALTY POINTS.)
I have the default loyalty defined as
define loyalty = 0
Maybe that has something to do.
Any help is apreciated, sorry for my bad english.
The code is somehting like this.
menu:
"Give an inspirational speech.":
$ loyalty += 1
"Dont give it."
(...a lot more of the script)
if loyalty < 1:
"They look at you with devotion. Your little speech last night make an impact and Rasgor probably had something else to do with it. While you probe worthy in the next incursions, they will be no question about their loyalty."
else:
"They look at you with distrust. Your little speech last night make an impact, and not a good one. While fear can be usefull, it is better if they obey you because they want to. You have to do something about this too." (THE GAME ALWAYS PROCED TO THIS ANSWER, EVEN WHEN YOU CHOOCE THE OPTION THAT IS SUPPOSED TO GIVE YOU LOYALTY POINTS.)
I have the default loyalty defined as
define loyalty = 0
Maybe that has something to do.
Any help is apreciated, sorry for my bad english.