#npc_relationship !{ Interface to the Relationship system. This system determines the relationship or reputation that the NPC has for the PC Methods are: 1) modify => adds value to this relationship. Can be integer(positive or negative) or string with 'like', 'love', 'adore', 'dislike','hate','loathe' params: NPCID, value 2) set => sets relationship to a specific value (used to initialize?) params: NPCID, value 3) check => like willpower checks, this is used to see if the NPC passes a given threshhold. params: value, NPCID1,NPCID2,NPCID3.... result: number of NPCs that passed the check $ARGS[1] determines the Method being used: 'modify' => $ARGS[1] => NPCID - This is NPC identifier thisis acting one, for example 'A29' is the PC''s mother. ARGS[2] => integer for how much to change the relationship can be positive or negative or $ARGS[2] => if third value is a string, the writer doesn't need to know the numberic values, but can use generic amounts 'like' => moves relationship positively a small amount 'love' => moves relationship positively a moderate amount 'adore' => moves relationship positively a large amount 'dislike' => moves relationship negatively a small amount 'hate' => moves relationship negatively a moderate amount 'loathe' => moves relationship negatively a large amount examples: gs 'npc_relationship', 'modify', 'A29', 2 gs 'npc_relationship', 'modify', 'A29', 'hate' 'set' => $ARGS[1] => NPCID - This is NPC identifier thisis acting one, for example 'A29' is the PC''s mother. ARGS[2] => integer to set this NPC's relationship to a specific value. or $ARGS[2] => if third value is a string, the writer doesn't need to know the numberic values, but can use generic amounts 'unknown' => NPC don''t know PC 'aquaintance' => NPC knows PC, but not much else 'friend' => NPC is friends and will probably react favorably 'bestie' => NPC is a best friend 'loved' => NPC will die to protect PC examples: gs 'npc_relationship', 'set', 'A29', 90 gs 'npc_relationship', 'set', 'A29', 'loved' 'check' => ARGS[1] => Relationship level to check for. Should be integer 1 - 100 $ARGS[2-9] => List of NPCIDs to check, , for example 'A29' is the PC''s mother. examples: !Check if one of Mother, Aunt Ludmilla, or Grandma have at least 50 relationship: if func('npc_relationship', 'check', 50, 'A29', 'A30', 'A31') > 0: !Check if all of Mother, Aunt Ludmilla, or Grandma have at least 50 relationship: if func('npc_relationship', 'check', 50, 'A29', 'A30', 'A31') > 2: !Also if you don't like a function, if sets variable npc_rel_check like WillPower gs 'npc_relationship', 'check', 50, 'A29', 'A30', 'A31' if npc_rel_check > 0: } if $ARGS[0] = 'modify': !Handle if value is numeric if $ARGS[2] = '': npcRelSetVal = ARGS[2] !Handle cases where value is a string to be interpreted elseif $ARGS[2] = 'like': npcRelSetVal = rand(1,2) elseif $ARGS[2] = 'love': npcRelSetVal = rand(3,4) elseif $ARGS[2] = 'adore': npcRelSetVal = rand(5,6) elseif $ARGS[2] = 'dislike': npcRelSetVal = 0-rand(1,2) elseif $ARGS[2] = 'hate': npcRelSetVal = 0-rand(3,4) elseif $ARGS[2] = 'loathe': npcRelSetVal = 0-rand(5,6) !Handle default value else npcRelSetVal = 0 end !Make sure the new value fits within correct range npcRelSetVal += npc_rel[$ARGS[1]] if npcRelSetVal > 100: npcRelSetVal=100 if npcRelSetVal < 0: npcRelSetVal = 0 !Set to new value npc_rel[$ARGS[1]] = npcRelSetVal killvar 'npcRelSetVal' end if $ARGS[0] = 'set': !Handle if value is numeric if $ARGS[2] = '': npcRelSetVal = ARGS[2] !Handle cases where value is a string to be interpreted elseif $ARGS[2] = 'unknown': npcRelSetVal = 0 elseif $ARGS[2] = 'aquaintance': npcRelSetVal = 20 elseif $ARGS[2] = 'friend': npcRelSetVal = 50 elseif $ARGS[2] = 'bestie': npcRelSetVal = 70 elseif $ARGS[2] = 'loved': npcRelSetVal = 90 !Handle default value else npcRelSetVal = 0 end !Make sure the new value fits within correct range if npcRelSetVal > 100: npcRelSetVal=100 if npcRelSetVal < 0: npcRelSetVal = 0 !Set to new value npc_rel[$ARGS[1]] = npcRelSetVal killvar 'npcRelSetVal' end if $ARGS[0] = 'check': !Value we are checking against npcRelSetVal = ARGS[1] npc_rel_check = 0 !Loop through remaining $ARGS entries and count up number of successful compares i=2 :npcRelCheck000 if $ARGS[i] ! '': if npc_rel[$ARGS[i]] >= npcRelSetVal: npc_rel_check += 1 end i+=1 jump 'npcRelCheck000' end result = npc_rel_check killvar 'npcRelSetVal' end !! ---------- default value setups ----------- !! Family and friends if $ARGS[0] = 'default_family_friends': if $ARGS[1] = 'cursedschoolboy': gs 'npc_relationship', 'set', 'A28', 60 & ! stepdad (Vladimir) gs 'npc_relationship', 'set', 'A29', 60 & ! mother (Natasha) gs 'npc_relationship', 'set', 'A30', 50 & ! aunt Luda gs 'npc_relationship', 'set', 'A31', 50 & ! grandma (Elena) gs 'npc_relationship', 'set', 'A32', 50 & ! grandpa (Zlatek) gs 'npc_relationship', 'set', 'A33', 70 & ! Anya gs 'npc_relationship', 'set', 'A34', 50 & ! Kolka npc_rel['A11'] = 40 & ! Vasily Shulgin else !! schoolgirl gs 'npc_relationship', 'set', 'A28', 50 & ! stepdad (Vladimir) gs 'npc_relationship', 'set', 'A29', 50 & ! mother (Natasha) gs 'npc_relationship', 'set', 'A30', 50 & ! aunt Luda gs 'npc_relationship', 'set', 'A31', 50 & ! grandma (Elena) gs 'npc_relationship', 'set', 'A32', 50 & ! grandpa (Zlatek) gs 'npc_relationship', 'set', 'A33', 70 & ! Anya gs 'npc_relationship', 'set', 'A34', 50 & ! Kolka gs 'npc_relationship', 'set', 'A11', 60 & ! Vasily Shulgin !! default friendship of 40 with Mitka 20 with Kolyamba and Vasyan in Gadukino gs 'npc_relationship', 'set', 'A63', 40 gs 'npc_relationship', 'set', 'A62', 20 gs 'npc_relationship', 'set', 'A61', 20 end end ! Adds relationship based on group types ass passed in ! ! Variable 'sg_setting_gend' can be set for specific gender selection. 1=Male, 2=Female ! Required Parameters, these are relationships for each of these groups: ! ARGS[1] = coolkid ! ARGS[2] = jock ! ARGS[3] = nerd ! ARGS[4] = gopnik ! ARGS[5] = outcast ! ARGS[6] = teacher if $ARGS[0] = 'socialgroup_setting_internal': r = 1 :socialgroup_loop if sg_setting_gend = 0 or npc_gender['A<>'] = sg_setting_gend-1: i = 1 :socialgroup_loop2 !! Loop through ARGS[1-6], updating relationship if needed if i <= 6: ! if npc_grupTipe['A<>'] = i and ARGS[i] ! 0: gs 'npc_relationship', 'modify', 'A<>', ARGS[i] end i += 1 jump 'socialgroup_loop2' end end r += 1 if r <= aarraynumber :jump 'socialgroup_loop' killvar 'i' killvar 'r' killvar 'sg_setting_gend' end if $ARGS[0] = 'socialgroup_setting': !All Genders sg_setting_gend = 0 gs 'npc_relationship', 'socialgroup_setting_internal', ARGS[1], ARGS[2], ARGS[3], ARGS[4], ARGS[5], ARGS[6] end if $ARGS[0] = 'socialgroup_setting_boys': !Males sg_setting_gend = 1 gs 'npc_relationship', 'socialgroup_setting_internal', ARGS[1], ARGS[2], ARGS[3], ARGS[4], ARGS[5], ARGS[6] end if $ARGS[0] = 'socialgroup_setting_girls': !Females sg_setting_gend = 2 gs 'npc_relationship', 'socialgroup_setting_internal', ARGS[1], ARGS[2], ARGS[3], ARGS[4], ARGS[5], ARGS[6] end if $ARGS[0] = 'defaultfriendship': r = 1 :default_friendship_loop if npc_grupTipe['A<>'] = 1 or npc_grupTipe['A<>'] = 2 or npc_grupTipe['A<>'] = 3 or npc_grupTipe['A<>'] = 4 or npc_grupTipe['A<>'] = 5: gs 'npc_relationship', 'set', 'A<>', 30 r += 1 if r <= aarraynumber :jump 'default_friendship_loop' end --- npc_relationship ---------------------------------