Multi-mod update: I had to take a couple days off...my eyes were killing me and needed a break. I've been back at it but keep getting rather frustrated with the variables. I had to rewrite a ton of scripts for several reasons regarding silly dead-end variables or variables that are "doubled-up". An example is the Tatianna/Conner relationship variable. It starts off like most others with the variable "tatiannaconnor" which is based on a numerical value starting at 100. No problem. Then out of the blue (in this case starting in Tatianna's chat script) a new relationship variable is tossed in as "tatconrel", same thing, numerical value starting at 100. This caused my scripts to go haywire as I hadn't planned on tracking the same relationships on more than one variable....ugh. It's but one example that this code can be a real bitch to work with but I'm still at it, haven't raised the white flag yet as I'm too deep into the pool at this point so must keep swimming. I'll write some more cool code so I can share additional pics of progress soon. Till next time...be well.
Here's and example of the issue in screen terms that the user sees, result of doubled-up variables, making it a real bitch to track the relationship properly as both variables can have separate values at a given time:
x "Tatianna's relationship with Connor is [tatiannaconnor] out of 100"
x "Tatianna's relationship with Connor is [tatconrel] out of 100"
In the dev's defense, the code that got tripped by my scripts could very well be dead code (unused in the current edition of the game). So, I've got quite a few I need to trace and verify tonight. Take care and drink responsibly...it's adult beverage time in these neck of the woods. Regards.