Forum Discussion
Anonymous
3 years agoI interpreted this differently. It's my hypothesis that the tag column on the left (_UpdateRelationships, befriend, etc.) are chosen contextually based on the personalities and the characters' "observables." For example, a character might approach you flirtatiously and enter the flirtation dialogue option if they have a romantic observable of your character. The player can then select what type of response to give.
The yes/no/neutral percentages is the part I don't understand.
The yes/no/neutral percentages is the part I don't understand.